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Basic Fantasy Field Guide of Creatures Malevolent & Benign, Vol. 1

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Published by Capn_Ragnar, 2023-11-27 04:42:16

Basic Fantasy Field Guide, Vol. 1

Basic Fantasy Field Guide of Creatures Malevolent & Benign, Vol. 1

Keywords: Dungeons & Dragons,DnD,OSR,OD&D

Volume 1 Copyright © 2010-2023 Chris Gonnerman, R. Kevin Smoot, James Lemon, and Contributors All Rights Reserved – Distributed under the terms of the Open Game License version 1.0a 2 nd Edition (Release 45) Credits Contributors: Ray “maddog” Allen, Ola Berg, James D. Jarvis, Chris Gonnerman, R. Kevin Smoot, Omer Golan-Joel, Steveman, MtBlack, Maliki, Bill Beatty, Sidney Parham, J.D.Neal, Ray Schmidt, Dan Buterbaugh, Dave Gerard, Stuart Marshall, Brandon "jackel" Baker, Ross Williams, Rachel Ghoul, and Jered Taikith Cover Art: Alexander Cook Artwork: Steveman, Jay042, Cory "Shonuff" Gelnett, Andrew Hartmann, SmokestackJones, Stephen Trenkamp, Natalie Schoonover, Martín Serena, Alexander Cook, John Fredericks, Luigi Castellani, Erik Wilson, Stephen Bennett, Francisco Chavez, and Bruce Ripple Proofing: Beren Belagund, J. D. Neal, mwest, jonathon, Martin Serena, Alan Vetter, and NewbieSalmon


Basic Fantasy Field Guide Volume 1 Introduction INTRODUCTION Need a few new monsters? You've come to the right place! What you are reading is the first monster supplement for the Basic Fantasy Role-Playing Game. If you aren't familiar with the Basic Fantasy RPG, please visit our website at basicfantasy.org and download a copy of the rules. Monsters in this work are presented in the same format as in the Basic Fantasy Core Rules. Below is the explanatory text from that work: Terms Used In This Work Name: The first thing given for each monster is its name (the most common name, if the monster is known by more than one). If an asterisk appears after the monster's name, it indicates that the monster can only be hit by special weapons (such as silver or magical weapons, or creatures affected only by fire, etc.) which makes the monster harder to defeat. Armor Class: This line gives the creature’s AC for normal combat. If the monster customarily wears armor, the first listed AC value is with that armor, and the second, in parentheses, is unarmored. Some monsters are only able to be hit (damaged) by silver or magical weapons; these are indicated by (s) after the AC value. Some monsters may only be hit with magical weapons, indicated by an (m) after the AC figure. Hit Dice: This line gives the creature’s number of hit dice, and lists any bonus hit points. Monsters always roll eight sided dice (d8) for hit points, unless otherwise noted. So a creature with 3+2 hit dice rolls 3d8 and adds 2 points to the total. One or more asterisks (*) may appear after the hit dice figure; where present, they indicate a Special Ability Bonus to experience points (XP) awarded for the monster. See Character Advancement in the Adventure section of the Core Rules for more details. If the monster's Attack Bonus is different than its number of Hit Dice, for convenience the Attack Bonus will be listed in parentheses after the Hit Dice figure. Movement: This line gives the monster's movement rate, or rates for those monsters able to move in more than one fashion. For example, Goblins have a normal walking movement of 20', and this is all that is listed for them. Mermaids can only move about in the water, and so their movement is given as Swim 40'. Pegasi can both walk and fly, so their movement is listed as 80' Fly 160'. In addition, a distance may appear in parentheses after a movement figure; this is the creature's turning distance (see Part 5: The Encounter in the Basic Fantasy RPG Core Rules). If a turning distance is not listed, assume 5'. Attacks: The number (and sometimes type or types) of attacks the monster can perform. For example, Grimlocks may attack once with a weapon, so they are marked 1 battleaxe. Chasenets are marked 1 spines, 1 bite as they can attack with its spines and also bite in a single round. Damage: The damage caused by successful attacks by the monster. Generally this will be defined in terms of one or more die rolls. No. Appearing: This is given in terms of one or more die rolls. Monsters that only appear underground and have no lairs will have a single die roll; those that have lairs and/or those that can be found in the wilderness will be noted appropriately. For example, a monster noted as “1d6, Wild 2d6, Lair 3d6” is encountered in groups of 1d6 individuals in a dungeon setting, 2d6 individuals in the wilderness, or 3d6 individuals in a lair. Note that number appearing applies to combatants. Noncombatant monsters (juveniles, and sometimes females) do not count in this number. The text of the monster description should explain this in detail where it matters, but the Game Master is always the final arbiter. Save As: The character class and level the monster uses for saving throws. Most monsters save as Fighters of a level equal to their hit dice. Morale: The number that must be rolled equal to or less than on 2d6 for the monster to pass a Morale Check. Monsters having a Morale of 12 never fail morale checks, and fight until destroyed or have no enemies left. Treasure Type: This line reflects how much wealth the creature owns. See the Treasure section of the Basic Fantasy RPG Core Rules for more details. In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home. XP: The number of experience points awarded for defeating this monster. In some cases, the figure will vary; for instance, Dragons of different age categories will have different XP values. Review the Experience Points awards table in the Adventure section of the Basic Fantasy RPG Core Rules to calculate the correct figure in these cases. 1


Monsters Basic Fantasy Field Guide Volume 1 MONSTERS Aboleth (and Skum) Aboleth Skum Armor Class: 16 13 Hit Dice: 8** 2* No. of Attacks: 4 tentacles 1 bite, 2 claws, or 1 weapon Damage: 1d6 tentacle 2d6 bite, 1d4 claw or by weapon Movement: 10' Swim 60' 20' Swim 40' No. Appearing: 1, Lair 1d3+1 1d4+1, Wild 1d4+1, Lair 1d10+5 Save As: Magic-User: 8 Fighter: 2 Morale: 9 8 or 12 Treasure Type: H None XP: 1,015 100 The Aboleth are an ancient race of fish-like amphibians, usually found lurking in subterranean waters. One resembles a huge, slimy fish, with three large eyes and four long, sticky tentacles arranged around its mouth. An aboleth secretes an oily, foul-smelling slime, polluting the water where the creature lurks. A blow from an aboleth’s tentacle deals 1d6 points of damage. Any living creature hit by a tentacle must save vs. Paralysis or begin to transform over the next 1d4+1 turns. The skin gradually becomes a translucent, slimy membrane. An afflicted creature must remain moistened with fresh water or suffer 1d12 points of damage every turn. A cure disease or remove curse spell cast before the transformation is complete will restore an afflicted creature to normal. After the transformation is complete, only a heal spell can reverse it. An aboleth can cast ventriloquism, phantasmal force and hallucinatory terrain at will, as long as these illusions appear within a range of 60 feet of the creature. Up to three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must save vs. Spells or be utterly dominated by the aboleth's mental power. An enslaved creature will obey the telepathic commands of the aboleth. Such a creature can attempt a new save vs. Spells every 24 hours to break free, or can be freed by a remove curse spell. The control is also broken if the aboleth dies or is separated from its slave by more than a mile. The slime an aboleth secretes allows a living creature (generally its slaves) to breathe underwater for the next 3 hours, but for the same duration the affected creature can no longer breathe air; such a creature suffocates in 2d6 minutes if removed from water. Continuous and repeated exposure to the slime slowly transforms the creature into a skum. The transformation takes about a month. Skum are hapless humanoid creatures transformed by aboleths as their servants. A skum resembles a horrific combination of fish and humanoid. It has a slimy, scaly skin and a finned tail used for swimming. A skum attacks with its teeth and razor-sharp claws, or with any weapon provided by its master. Skum have darkvision with a range of 60 feet. They have the same breathing capabilities (and limitations) described above. In the presence of its aboleth master, a skum becomes totally fearless, having a Morale of 12. If the aboleth master dies its skum enter a frenzied rage, attacking any creature in sight and seeking additional victims when those nearby have been vanquished. 2


Basic Fantasy Field Guide Volume 1 Monsters Allip Armor Class: 15 Hit Dice: 6** No. of Attacks: 1 touch + special Damage: energy drain (1 level) Movement: Fly 30' No. Appearing: 1d4, Lair 1d6 Save As: Fighter: 6 Morale: 12 Treasure Type: None XP: 610 An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. An allip is not entirely mindless, but it is quite insane. The insane babbling of an allip causes all creatures within 60 feet to save vs. Paralysis or stop and stare blankly, unable to move, attack, or defend for one round. Anyone who saves successfully will be unaffected by the allip's babble for 24 hours. An allip's touch does no direct physical damage, but instead drains one energy level; further, the allip regenerates 1d6 hit points for each level drained. As with all undead, an allip can be Turned by a Cleric (as a mummy), and are immune to sleep, charm or hold spells. Anyone using mind-reading magic against one will suffer energy drain just as if touched. An allip is insanely fearless and always fights until destroyed. Ankheg Armor Class: 18 Hit Dice: 5* No. of Attacks: 1 bite + hold or 1 acid spit Damage: 2d6 + 2d6 per round or 5d6 (special) Movement: 30' Burrow 20' No. Appearing: 2d8, Wild 2d8, Lair 1 Save As: Fighter: 5 Morale: 7 Treasure Type: None XP: 405 An Ankheg is a burrowing insect-like monster with six legs and a nasty disposition. It is about 10 feet long and weighs about 800 pounds. An ankheg usually lies 5 to 10 feet below the surface, until its antennae detect the approach of prey; it then burrows up to attack, surprising on a roll of 1-3 on 1d6. Clusters of ankhegs may share the same territory but do not cooperate; in particular, this means that morale should be checked for each individual separately.. If an ankheg hits with its bite attack, it will grab its prey and retreat down its tunnel, dragging the victim with it. The individual automatically takes bite damage each round, and may only attempt to break the hold as if doing an 'open doors' attempt (1 on d6, adding Strength bonus to range). Larger-than-man-sized opponents cannot be dragged underground, but the ankheg will still hold on to the victim and do damage every round as above. 3


Monsters Basic Fantasy Field Guide Volume 1 In desperation, an ankheg can spit a line of acid; one will use this attack upon failing a morale check, and then flee on the next round if any opponents are still standing. This attack affects all opponents within a 30 feet long, 5 feet wide path, doing 5d6 points of damage; a successful saving throw vs. Dragon Breath will reduce this damage by half. An ankheg can use this attack at most once every six hours. Ant Lion, Giant Armor Class: 16 Hit Dice: 4 No. of Attacks: 1 bite Damage: 1d10 Movement: 40' Burrow 10’ No. Appearing: 1d4, Wild 1d6, Lair 2d6 Save As: Fighter: 4 Morale: 8 Treasure Type: None XP: 240 The Giant Ant Lion is a gigantic predatory beetle about the size of a cow. It builds a network of underground tunnels with multiple trapdoors which are about nine feet in diameter above the tunnels. The trap doors are difficult to locate (normal trap detection rules), as they are camouflaged to look like the surrounding materials. When a victim reaches the center, the ground gives way, swirling downward like water down a drain and dragging the victim below. The depth of the drop is generally ten to twenty feet, and normal falling damage is inflicted. Then, of course, the monster will attack its prey. Anubian Armor Class: 14 (11) Hit Dice: 1+1 No. of Attacks: 1 punch or 1 weapon Damage: 1d4 or by weapon Movement: 30', 40' unarmored No. Appearing: 1d6, Wild 2d4, Lair 4d8 Save As: Fighter: 1 Morale: 8 Treasure Type: Q, R each; D, K in lair XP: 25 Anubians are a noble race of desert dwelling humanoids with heads which resemble jackals. They are usually very distrustful of outsiders, but not normally hostile. They will, however, defend the scarce resources found within desert oasis refuges or lush river valleys. An anubian speaks its own language and writes using a complex system of hieroglyphs; few speak Common. The statistics given are for standard warriors; one might also encounter additional civilian types who have 1-1 HD, AC 13, and a morale of 7. In addition, for every eight typical warriors, there is a leader type having 3+3 HD (145 XP) who grants a +1 morale bonus to those it commands. Anubians are fervently religious, and in addition to the leader types above, one will also find a priest with the abilities of a 3rd level Cleric for every leader type. When applicable, use hit dice appropriate for their class (for instance, anubian priests use d6 for hit dice). 4


Basic Fantasy Field Guide Volume 1 Monsters Ape, Bonobo Armor Class: 13 Hit Dice: 1-1 No. of Attacks: 2 claws Damage: 1d3 Movement: 50' No. Appearing: 1d6, Wild 2d10 Save As: Fighter: 1 Morale: 7 Treasure Type: None XP: 10 Bonobos are closely related to common chimpanzees, but they are much rarer. A bonobo is a less aggressive and more social member of the ape family. Ape, Carnivorous Snow Armor Class: 15 Hit Dice: 6 No. of Attacks: 2 claws Damage: 1d6 Movement: 40' No. Appearing: 2d6 Save As: Fighter: 6 Morale: 8 Treasure Type: None XP: 500 Carnivorous Snow Apes are a larger variety of carnivorous ape with shaggy snow-white fur. They have long fangs for killing and tearing flesh. Frost giants often breed snow apes and keep them as pets. A carnivorous snow ape is difficult to see in ice or snow, and thus surprises on 1-4 on 1d6 in such conditions. Ape, Chimpanzee Armor Class: 13 Hit Dice: 1+1 No. of Attacks: 2 fists Damage: 1d4 Movement: 50' No. Appearing: 1d4, Wild 2d8 Save As: Fighter: 1 Morale: 8 Treasure Type: None XP: 25 Though short, a Chimpanzee can weigh as much as an adult human, but will be much stronger. While they are generally herbivorous, they will eat fresh meat when it's available, even hunting and killing small animals. Individuals are rarely aggressive, but they become bolder in groups; dominant older male chimps can be quite violent. Ape, Gigantopithecus Armor Class: 16 Hit Dice: 7 No. of Attacks: 2 claws, 1 bite Damage: 1d8 claw, 1d8 bite Movement: 40' No. Appearing: 1d6, Wild 2d4, Lair 2d4 Save As: Fighter: 7 Morale: 8 Treasure Type: None XP: 670 Gigantopithecus are prehistoric gorillas, huge and powerful. It is a vegetarian like their lesser kin, but can be as vicious as the carnivorous varieties if provoked. 5


Monsters Basic Fantasy Field Guide Volume 1 Ape, Girallon Armor Class: 16 Hit Dice: 7 No. of Attacks: 4 claws, 1 bite Damage: 1d6 claw, 1d8 bite Movement: 40' No. Appearing: 1, Wild 1d2, Lair 2d4 Save As: Fighter: 7 Morale: 10 Treasure Type: None XP: 670 Girallons are the savage, four-armed, magical cousins of the gorilla. An adult girallon is about 8 feet tall, broadchested, and covered in thick fur. It weighs about 800 pounds. A solitary girallon usually conceals itself, attacking with surprise. When a girallon spots or smells prey, it charges. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can retaliate. A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4 points of damage. Ape, Gorilla Armor Class: 14 Hit Dice: 4 No. of Attacks: 1 maul, 1 bite Damage: 1d6 maul, 1d6 bite Movement: 40' No. Appearing: 1d6, Wild 2d4, Lair 2d4 Save As: Fighter: 4 Morale: 7 Treasure Type: None XP: 240 Gorillas are generally herbivores; it is aggressive mainly in defense of its family group. Otherwise it tends to avoid adventurers. Ape, Orangutan Armor Class: 13 Hit Dice: 2 or 3 No. of Attacks: 1 maul Damage: 1d4 or 1d6 Movement: 40' No. Appearing: 2d6 or 1-2 Save As: Fighter: 2 or 3 Morale: 8 Treasure Type: None XP: 75 or 145 Orangutans are usually heavier than humans (averaging 225 to 250 pounds or so) and stronger. The statistics for a 2 HD individual represent adult females or younger males, while the 3 HD statistics are for larger mature males; there will usually only be one such in a group of orangutans. Orangutans are shy creatures and would generally prefer to be left alone, but they are physically powerful and may be very dangerous if cornered or provoked. 6


Basic Fantasy Field Guide Volume 1 Monsters Ape, Winged Armor Class: 14 Hit Dice: 3 No. of Attacks: 2 claws or 1 rock Damage: 1d4 claw or 1d6 rock Movement: 40' Fly 40' (10') No. Appearing: 1d6, Wild 2d4, Lair 2d4 Save As: Fighter: 4 Morale: 7 (9 in flight) Treasure Type: None XP: 145 A Winged Ape resembles an ordinary carnivorous ape, save for the bat-like wings sprouting from its back. An adult male winged ape is 4 to 5 feet tall and weighs about 200 to 250 pounds. A winged ape often prefers to attack from the air, throwing rocks as far as 50 feet or by dropping them. Each ape can carry aloft 1d4+2 rocks. Attacks against opponents more than 30 feet away (in any direction) are made at -2 to hit. Aranea Armor Class: 13 Hit Dice: 4** No. of Attacks: spider form: 1 bite, web, or spells hybrid form: 1 bite, web, spells, or weapon humanoid form: spells or weapon Damage: 1d6 bite+poison or by weapon Movement: natural spider form: 50' Climb 30' humanoid or hybrid form: 30' No. Appearing: 1d6, Wild 1d6, Lair 1d6 Save As: Magic-User: 4 Morale: 7 Treasure Type: D XP: 320 An Aranea is an intelligent, shape-changing spidercreature with sorcerous powers. It has three distinct forms; in its natural form, one appears as a giant spider having a pair of small arms (about 2 ft long) located just below its fanged mandibles. The second form is a hybrid spiderhumanoid form, a sort of a spider-centaur having a multieyed spider face. The third form is that of a humanoid which might be any size from halfling to human; other than its dark, coarse hair and slightly bulging eyes, this form is not particularly spider-like. The humanoid form is distinctive; an individual aranea cannot change its humanoid form, either in terms of appearance nor size. An aranea remains in one form until it chooses to assume a new one, and can only change forms once per round. 7


Monsters Basic Fantasy Field Guide Volume 1 Aranea generally speak Common and may be able to speak other humanoid languages as well. They have Darkvision with a 60 feet range, and can cast spells as 4th level magic-users. These powers can be used in any form. In human or hybrid form the aranea may utilize weapons and other equipment of the same sorts that might be used by normal characters. In these forms one has a movement rate of 30 feet per round. The humanoid form has no other special abilities beyond spells and weapon use. In spider or hybrid form the aranea may bite; those bitten must save vs. Poison or die, in addition to taking normal damage. In either hybrid or spider form an aranea may create a web up to six times per day, in a fashion similar to the web spell. This effect is not magical; it has a maximum range of 50 feet, and covers at most three 10' x 10' x 10' cubes (or equivalent volume). Aranea in spider form may move through any web, whether created by magic, by a giant spider, or by an aranea, at the listed movement rate. This makes an aranea effectively immune to the web spell. Armorollo Armor Class: 15 Hit Dice: 1 No. of Attacks: 1 claw Damage: 1d4 Movement: 60' No. Appearing: 1d4+3, Wild 1d10+3 Save As: Fighter: 1 Morale: 7 Treasure Type: None XP: 25 The Armorollo is most commonly found in the open grassland. When curled up an armorollo resembles a rock, as its top portion is covered in thick rock-colored plates. The armorollo is a pack creature and are never found in groups of less than 4. An armorollo moves by rolling across the ground at high speed, springing open at the last moment to attack with its sharp claws. The armorollo can also emit a large cloud of thick white smoke once per day (filling 30 cubic feet) that serves to conceal its movements. Lastly, the armorollo emits a piercing shriek that helps find its prey by following the echo. Multiple armorollos will work together to attack. Some will stop to emit smoke, others will shriek, and the remainder attack through the smoke guided by the shriek. When fighting as a group, armorollos have a +3 attack bonus. Badger, Giant Armor Class: 17 Hit Dice: 10 (AB +9) No. of Attacks: 1 bite Damage: 4d4 Movement: 50' No. Appearing: 1d4 Save As: Fighter: 10 Morale: 9 Treasure Type: None XP: 1,300 Giant Badgers are quite simply gigantic versions of normal badgers. Giant badgers are squat and broad, and are fast burrowers. A giant badger is sometimes domesticated by a giant, but even a tame one is untrustworthy and may attack its master. 8


Basic Fantasy Field Guide Volume 1 Monsters Banshee* Armor Class: 19 (m) Hit Dice: 7** No. of Attacks: 1 touch Damage: Special Movement: 60' No. Appearing: 1 Save As: Fighter: 7 Morale: 8 Treasure Type: E XP: 800 Banshees are to the fey what ghosts, wraiths, and spectres are to humans. A banshee usually resembles a colorless, ash-white elf in ragged clothing and chains. The banshee understands whatever languages it spoke in life, but rarely speaks, instead sobbing uncontrollably. Once per day, the banshee's endless weeping reaches a hideous crescendo, and anyone within a 50-foot radius who hears it must save vs. Death Ray or die in 2d6 rounds; those who fail their saving throw may be saved by application of a remove curse spell. The touch of a banshee does no damage, but it drains 1d4 levels. Because it is incorporeal, a banshee can only be hit by magic weapons. A banshee is undead, and thus immune to sleep, charm, and hold spells. A banshee can be Turned by a Cleric, as a vampire. A banshee can walk on water, but if it crosses running water, loses the ability to drain energy or wail for 2d12 days. Barghest* Armor Class: 16 (s) Hit Dice: 6+3* No. of Attacks: 2 claws (humanoid) or 1 bite (dog) Damage: 1d6 claw or 2d4 bite Movement: 40' or 60' No. Appearing: 1d6, Wild 1d8 Save As: Fighter: 6 Morale: 10 Treasure Type: D XP: 555 A Barghest is an evil shape-changing fiend that hungers for the souls of mortals. A barghest may appear as a huge demonic black dog, or in a humanoid form nearly seven feet tall, resembling a wingless gargoyle. A barghest never uses weapons, even in its humanoid form, preferring to feel the blood of its enemies run down its claws. Barghest are tenacious; if a barghest fails a morale check and flees, it will return in 1d6 turns to attack again. Anyone who meets the gaze of a barghest will feel the heat of the monster's stare; such characters must save vs. Paralysis or be paralyzed in terror for 1d6+1 turns (or until the barghest is slain). A character is deemed to have met the gaze of the barghest if they face it in combat, or if the character is surprised by the monster. Fighting a barghest with gaze averted results in a penalty of -4 on all attack rolls. Those who succeed at the saving throw are immune to the monster's gaze for the remainder of the combat (at least one full turn at the minimum). Although it is not undead, a barghest is inherently unholy and can be Turned by Clerics (as a wight). They can only be harmed by silver or magical weapons. A barghest generally speaks Common as well as the languages of infernals, goblins, hobgoblins, and bugbears, and can communicate with wolves. One can sometimes be found ruling over goblins or hobgoblins, but most commonly a barghest haunts a lonely stretch of road, preying on travelers. In these instances its treasure is usually buried nearby, likely behind a shrine or such. Bat, Giant Flying Fox Armor Class: 14 Hit Dice: 3 No. of Attacks: 1 bite Damage: 1d6 Movement: 10' Fly 60' (10') No. Appearing: 1d10, Wild 2d20 Save As: Fighter: 3 Morale: 9 Treasure Type: None XP: 145 Giant Flying Foxes are a special variety of giant bats. It is similar in appearance to some jungle fruit bats, only much larger and carnivorous. A giant flying fox has typical bat senses, having a natural sonar that grants it Darkvision to a range of 90 feet. A giant flying fox has a wingspan over 15 feet and weighs over 200 pounds. Its bite may carry disease, much like a giant rat's bite. Any bite has a 5% chance of causing a disease. A character who suffers one or more bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead (see Constitution point losses in the Encounter section of the Core Rules for details on regaining lost Constitution). 9


Monsters Basic Fantasy Field Guide Volume 1 Behir Armor Class: 20 Hit Dice: 13** (AB +10) No. of Attacks: 1 bite+constriction, 6 claws or breath Damage: 2d10 bite, 1d8 constriction, 1d4 claw, or breath Movement: 40' No. Appearing: 1d2, Lair 1d2 Save As: Fighter: 13 Morale: 9 Treasure Type: L XP: 2,395 The Behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is around 40 feet long and weighs about 4,000 pounds. The coloration of a behir ranges from ultramarine to deep blue with bands of gray-brown. A behir often knows the common language of the region. A behir will bite its foe and then coil around it. On following rounds, the behir causes 1d8 points of constriction damage and rakes at the victim with 6 of its claws for 1d4 points of damage each. Alternatively, a behir can swallow whole a small or medium-sized creature that it has bitten. The swallowed creature takes 1d8 points of damage each round. The swallowed creature may attempt to cut its way out using a small edged weapon such as a dagger to deal 20 points of damage to the behir's insides (AC 15). The behir may swallow multiple creatures and each must cut their own way out. A behir can breathe forth a bolt of lightning once every 10 rounds, dealing 7d6 points of damage to all in its path (20 ft. long x 5 ft. wide). Those struck may save vs. Dragon Breath for half damage. Bisren Armor Class: 15 (11) Hit Dice: 1+2 No. of Attacks: 1 gore, charge, or by weapon Damage: 1d6, charge, or by weapon Movement: 40' (subject to encumbrance) No. Appearing: 1d8, Wild 5d8, Lair 5d8 Save As: Fighter: 1 Morale: 9 Treasure Type: D XP: 25 The Bisren appear to be related in some way to minotaurs. It appears as a bison-headed humanoid about 7 to 8 feet tall. While a normal minotaur has both distinct humanoid and bull features, a bisren is uniformly hybridized with complete coat coverage, hooves, and a tail. They are normally peaceful nomads. A bisren speaks its own language and most can speak Common as well. A bisren can gore for 1d6 points of damage with its horns or use weapons. It often charges into battle with a gore attack (+2 to hit with double damage, following all normal charging rules) and then switches to weaponry for the remainder of the fight. It must choose whether to attack with weapons or to gore; it cannot do both in a single round. A bisren has a +1 bonus on feats of strength such as opening doors due to its great mass. 10


Basic Fantasy Field Guide Volume 1 Monsters Blade Spirit* Common Greater Armor Class: 17 (m) 19 (m) Hit Dice: 9 (AB +8) 12 (AB +10) No. of Attacks: 3/2 (see below) 2 weapons Damage: By weapon +4 By weapon +6 Movement: 30' 30' No. Appearing: 1 1 Save As: Fighter: 9 Fighter: 12 Morale: 9 10 Treasure Type: Special Special XP: 1,075 1,875 Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit, which animates the form in order to continue its battles. A common blade spirit may make 3 weapon attacks every two rounds; this means one attack on every oddnumbered round, and two on every even-numbered round. A blade spirit deals damage according to its weapon type with +4 added to the damage. Like most undead, a blade spirit is immune to poison, charm and hold spells. It may be Turned by a Cleric (as a wraith), but not destroyed permanently except as described below. A blade spirit can only be harmed by magical weapons. Upon the defeat of a blade spirit, the animated body falls apart and the possessed sword goes dormant for 1d10 days. A remove curse spell cast on the weapon during this time will drive the spirit out of the weapon permanently; otherwise the spirit will begin reassembling a body. A Greater Blade Spirit is simply a more powerful spirit pursuing even greater ambitions. It deals more damage (+6 damage) and has magical weapons determined by the Game Master. They can be Turned by a Cleric (as a vampire), and the dispel evil spell is required to permanently destroy the spirit. Bog Crone Armor Class: 15 Hit Dice: 5+2** No. of Attacks: 2 claws Damage: 1d4+2 Movement: 30' Swim 40' No. Appearing: 1, Lair 1 Save As: Fighter: 5 Morale: 10 Treasure Type: U; E, N in lair XP: 450 Bog Crones are loathsome and repugnant fey who dwell in marshlands, swamps, and other watery environs. It stands near 7 feet tall hunched over. It has sickly bluewhite skin, long wet black hair, and jaundiced eyes. As a 11


Monsters Basic Fantasy Field Guide Volume 1 race they are cunning and cruel, preferring trickery over direct combat. A bog crone is a master potion maker, and its huts and caves are usually festooned with potions of all varieties. As its name suggests, a bog crone prefers to live in swampy, overgrown environs. It is also aquatic and can breathe underwater. It speaks Common and Elvish. A bog crone uses the terrain of its marshy home to its advantage. It is capable of moving in near-complete silence while in swampy terrain, surprising opponents on 1-4 on 1d6. A favored tactic of a bog crone is to surprise a single opponent and drag them away into a deep pool of water, where it then drowns the individual. A bog crone exudes an aura of unwholesomeness. Near its lair animals grow sick and die, plants wither, and water turns foul. This aura of evil even effects magic; any healing spell cast upon a target that is standing within 30 feet of the crone only heals half the normal amount. Boggart Armor Class: 14 Hit Dice: 6* No. of Attacks: 2 claws Damage: 1d6 Movement: 40' No. Appearing: 1, Lair 1 Save As: Magic-User: 6 Morale: 7 Treasure Type: D XP: 555 What a Boggart's true form is none can say, but given the marks they leave on the bodies of its victims, one can be reasonably sure that it is clawed. A boggart does not appear to truly understand language, but it is capable of imitating a wide range of sounds, including speech. It feeds on fear, especially from a creature about to be slain. A boggart prefers not to attack with its claws until it absolutely has to; instead it will use its inherent magical abilities. A boggart has a passive form of telepathy so it knows the greatest fear of any opposing creature. The boggart then projects an illusory image of the feared item over itself. Creatures of 1 HD or less that view such an image must save vs. Death Ray or die of fright. Should this fail, the boggart will resort to its claws. While it relishes the sound of screaming, the boggart finds laughter unbearable and must check morale if it hears the sounds of genuine mirth. In all other respects the illusion of a boggart functions like the spell phantasmal force. Although intelligent, a boggart is not affected by charm or sleep spells, nor illusions of any kind. Boglin Armor Class: 11 Hit Dice: 1* to 5* No. of Attacks: 1 weapon or spell Damage: 1d6 or by weapon, or per spell Movement: 30' No. Appearing: 1d4 (see below) Save As: Magic-User: 2 to 10 (see below) Morale: 8 Treasure Type: N/O XP: 1 HD 37; 2 HD 100; 3 HD 175; 4 HD 280; 5 HD 405 Occasionally a goblin is born different, developing a bluish tint to its skin during its childhood; such a creature is called a Boglin. An adult boglin has the abilities of a Magic-user of a level equal to twice the monster's hit dice. In any given goblin lair, there is a 10% chance that 1d4 boglins are present. Larger goblin societies, such as a goblin city or major fortress, will almost always have at least 1d4 boglins. They are almost never encountered alone. A boglin receives a bonus of +4 on saves vs. any sort of magic. 12


Basic Fantasy Field Guide Volume 1 Monsters Bone Horror* Common Greater Armor Class: 14 (m) 19 (m) Hit Dice: 4* 12* (AB +10) No. of Attacks: 2 claws or 1 sting 2 claws or 1 sting Damage: 1d6+3 claw or 1d4+poison sting 1d10+4 claw or 1d6+poison sting Movement: 20' Fly 30' 30' Fly 40' No. Appearing: 1d4 1 Save As: Cleric: 4 Cleric: 12 Morale: 12 12 Treasure Type: None None XP: 280 1,975 A Bone Horror is a large, vaguely humanoid creature constructed from bones and parts from several creatures, magically animated in service to its master. One has a massive zombie-like head flanked by twin skulls, large desiccated bat wings, and a gigantic scorpion-like tail. The bone horror attacks with its two sharp claws or its skeletal stinger; those struck by it must save vs. Poison or die. Magical weapons, fire, or spells are required to damage a bone horror. One can be Turned by a Cleric (as a wight). As with other undead creatures, they are immune to sleep, charm or hold spells. A Greater Bone Horror is simply a much larger and stronger version of the bone horror. The save against the greater bone horror's poison sting is made at a -4 penalty. Greater bone horrors are Turned as vampires. Bronze Bird Armor Class: 18 Hit Dice: 1 No. of Attacks: 1 beak, 1 wings or 1 feather throw Damage: 1d4 beak, 1d6 wing, 1d4 feather Movement: 30' Fly 120' Swim 30' No. Appearing: Wild 1d10, Lair 10d10 Save As: Fighter: 1 Morale: 7 Treasure Type: Special, see below XP: 25 A Bronze Bird resembles a crane or similar water fowl. It dwells in regions of extreme heat such as volcanic lake shores. Each feather shines like polished metal, and indeed its body contains significant amounts of magical metals. The metal does not hinder it, and the bronze bird can move, fly, and otherwise behave normally. The metal feathers of the bronze bird are the source of its high armor class. It attacks with its beak for 1d4 points of damage, and flails its wings lined with razor sharp feathers for 1d6 points of damage. Instead of striking with a wing, a bronze bird may choose to throw a dagger-like feather up to 30 feet, dealing 1d4 points of damage; in flight the range is 90 feet if thrown from above. One can only throw 2 such feather-daggers (one from each wing); the feathers grow back in 1d8 days. A bronze bird is immune to normal fire, receives a +1 bonus to saves against very hot or magical fire, and takes 1 less hit point of damage per die from such attacks. Once removed from the bird, the feathers become completely non-magical. The feathers of a bronze bird are generally worth as much as 2d6 x 10 GP. 13


Monsters Basic Fantasy Field Guide Volume 1 Brownie* Armor Class: 19 (s) (also invisibility) Hit Dice: 1** No. of Attacks: 1 miniature weapon Damage: 1d2 Movement: 30' No. Appearing: 1 Save As: Magic-User: 1 (with bonuses) Morale: 7 Treasure Type: None XP: 49 A Brownie is a small fey being closely related to pixies and sprites, as it is an elf-like creature about 2 feet tall. A brownie is able to shape-change at will into the form of a small deer or hawk. A brownie is industrious and predisposed to tinkering with and fixing things. In all forms the brownie has Darkvision with a range of 60 feet. A brownie can speak Common as well as the languages of pixies and sprites. In its natural humanoid form, a brownie attacks with its miniature weapon, sometimes with paralytic poison applied (save vs. Poison or be held for 2d4 rounds as per the hold person spell). In its other forms, see the antelope or hawk monster entry in the Core Rules; none of these other forms will have the poison attack. In addition to its weapon attack, a brownie has several magical qualities available in any of its forms. It can detect magic at will, become invisible at will, and once per day can cast confusion as a 7th level caster. A brownie can attack while completely invisible without disrupting the effect (generally each opponent must take a -4 penalty on attacks against the brownie). Silver or magical weapons are required to strike a brownie. So long as one has at least 1 hit point remaining, it regenerates 1 hit point each round; however, if reduced below 1 hp a brownie will die like any other creature. A brownie saves against magic (including wands) with a +4 bonus, and has a +1 bonus with respect to paralysis or petrify saves. Bulette Armor Class: 22 Hit Dice: 9** (AB +8) No. of Attacks: 1 bite, 2 claws or 4 claws Damage: 3d8 bite, 2d6 claw Movement: 40' Burrow 10' No. Appearing: 1d2 Save As: Fighter: 9 Morale: 11 Treasure Type: None XP: 1,225 The Bulette (pronounced Boo-lay) is a terrifying predator that lives only to eat. Almost 10 feet tall and 15 feet long, it resembles something akin to a gigantic armadillo crossed with a snapping turtle. A bulette moves by quickly burrowing through the earth, leaping out to attack those on the surface. A bulette attacks anything it regards as edible, biting for 3d8 points of damage and clawing for 2d6 points of damage with each fore claw. It can leap 10 feet through 14


Basic Fantasy Field Guide Volume 1 Monsters the air and attack prey with all four claws but cannot bite with such an attack. If somehow one gets on top of a bulette, the area behind its head plates is only AC 15. It is effectively immune to most types of attacks while burrowing. A bulette senses vibrations in the earth, and is able to sense positions and numbers of creatures with a range of 60 feet while burrowing. Bunyip Armor Class: 15 Hit Dice: 6 No. of Attacks: 1 bite Damage: 1d10+2 Movement: 40' Swim 20' No. Appearing: 1 Save As: Fighter: 6 Morale: 9 Treasure Type: None XP: 500 A Bunyip is a large carnivorous lake-dwelling creature, with a dog-like face, large tusks, sturdy webbed feet, short otter-like fur, and a body much like that of a great bear. It may be found in lakes and rivers in the remote wilderness, and also in underground pools and lakes. A bunyip is very aggressive and will usually attack anyone who wanders into its territorial waters. Cadaver Armor Class: 17 Hit Dice: 6** No. of Attacks: 1 punch or by spell Damage: 1d6 Movement: 40' No. Appearing: 1d4 Save As: Fighter: 6 Morale: 8 Treasure Type: None XP: 610 The conditions that create a Cadaver are unknown, but it's rumored it arises in areas of dungeons or ruins that have been rich in undead for long periods of time. A cadaver is a corporeal undead creature bearing a physical resemblance to a ghoul. It is not exceptionally smart but shouldn't be underestimated. A cadaver is believed to subsist by eating the flesh of other undead creatures. A cadaver attacks with powerful blows from its fists. As with all undead, it can be Turned by a Cleric (as a mummy), and is immune to sleep, charm or hold spells. It has all the powers and spells of an 8th-level Cleric, including the power to Turn undead. The spells the cadaver uses will typically include: 1st level: cure light wounds* and/or darkness; 2nd level: silence 15’ radius; 3 rd level: bestow curse, speak with dead; 4 th level: animate dead and/or dispel magic. Healing spells cast by a cadaver can even heal undead creatures. 15


Monsters Basic Fantasy Field Guide Volume 1 Canein Armor Class: 14 (11) Hit Dice: 1 No. of Attacks: 1 bite or 1 weapon Damage: 1d4 or by weapon Movement: 40' No. Appearing: 2d4, Wild 3d6, Lair 10d6 Save As: Fighter: 1 (+2 vs. Death Ray or Poison and Paralysis or Petrification). Morale: 8 Treasure Type: D XP: 25 Caneins are a race of dog-like humanoids known for their extreme sense of loyalty whether to liege, friend, or family. Although only marginally smaller than the average human, there is a great deal of physical variance among the individual caneins; some short and stocky, others lean, and variations in the coloration of their coats. However, all caneins share a similar facial structure similar to the various bulldog or boxer type dog breeds, having jowls and squat features. The honorable caneins follow knightlike codes and attitudes, often serving a patron. Most caneins speak Common or the predominate human language of the region; they have no true language of their own. A canein has a keen sense of smell, able to identify individuals by scent alone. This also allows the canein to sense the presence of concealed or invisible creatures, and penalties associated with combating such foes are halved. A canein can also track with this ability; tracking a foe who takes no countermeasures to avoid being so tracked has an 80% chance of success, minus 15% for each hour the canein is behind the target. The GM must rule on the effects of any countermeasures taken. Celestial, Solar Armor Class: 17 Hit Dice: 7** No. of Attacks: 1 weapon Damage: By weapon + 2 Movement: 50' Fly 90' No. Appearing: 1 Save As: Cleric: 10 Morale: 11 Treasure Type: V XP: 800 A Solar is a zealous champion of justice. It may appear in a variety of forms, but in general it is a very tall and beautiful humanoid figure, with at least one set of golden wings like those of a giant eagle. A solar knows the languages of all but the most utterly mindless of creatures. A solar will usually fight in an honorable manner, but is not above pressing an obvious advantage. A solar casts spells as a 9th level Cleric, and can detect the surface thoughts of any creature within 100 feet. Additionally, it is capable of Turning undead and unholy creatures as a Cleric of 9th level. A solar takes only half damage from non-magical weapons, and they are immune to sleep, hold, and charm spells, as well as illusions. 16


Basic Fantasy Field Guide Volume 1 Monsters Chasenet Armor Class: 15 Hit Dice: 1 No. of Attacks: 1 spines, 1 bite Damage: 1d12 spine, 1d4 bite Movement: 60' No. Appearing: 1d4 Save As: Fighter: 1 Morale: 5 Treasure Type: None XP: 25 In appearance a Chasenet looks like a brightly-colored ball of fluff in a wide range of extravagant colors. A pile of chasenets sleeping under a tree, as is their wont, can look like a bed of flowers in the distance. Much like the fox, the chasenet is the darling of the hunting courtier set. A chasenet is extremely fast and agile, which accounts for its rather high AC. A chasenet is generally an inoffensive creature, preferring to run rather than fight, only attacking if cornered. If cornered, the chasenet will turn and launch itself at its attacker with long porcupine-like spines erupting from its fur. If the chasenet hits, it will continue to attack ferociously by biting its adversary until removed by force or its attacker perishes. Chelonian Armor Class: 14, 17 Rear (13, 17 Rear) Hit Dice: 1 No. of Attacks: 1 bite or weapon Damage: 1d6 bite or by weapon+ special Movement: 30' Swim 30' No. Appearing: 1d8, Wild 5d8, Lair 5d8 Save As: Fighter: 1 (+2 Poison saves) Morale: 8 Treasure Type: D XP: 25 Inhabiting rivers and swampy regions, a Chelonian is a race of reptilian humanoids bearing resemblance to longnecked snapping turtles. Is it normally content to remain within its own small societies, but on occasion a more adventurous individual can be found. A chelonian is protected by thick scaly skin, as well as a shell-like growth that covers their backside except for its thick tail. A chelonian stands about 5 feet tall. However, its neck can stretch out to make it up to 8 feet tall for very short periods. Chelonians have their own language, and adventuring chelonians always know Common as well. Chelonians are natural enemies to Lizard Men, often competing fiercely for the same resources. A chelonian's thick skin grants it a base AC of 13, and its back is especially tough (AC 17). Use these figures unless armor worn grants better AC. A chelonian has a vicious bite, causing 1d6 points of damage. It can choose to either attack with a bite or by weapon, but when utilizing a weapon and roll a natural 20 on attack, it can roll for a bite attack as well. If the chelonian finds itself in a grapple (wrestling), the chelonian gets a free bite attack roll each round at +2 to hit. A chelonian is resistant to poisons, and has a +2 bonus on those saves. A chelonian has a natural swim speed of 30 feet while unencumbered (it cannot swim while wearing armor or encumbered), and it can hold its breath twice as long as the normal rules state. Its underwater vision is also twice as effective as the other races. A chelonian has the ability to submerge with just its eyes and nostrils above the surface of water. When it is able to employ this maneuver, a chelonian can surprise others with a roll of 1-4 on 1d6. 17


Monsters Basic Fantasy Field Guide Volume 1 Choker Armor Class: 17 Hit Dice: 3+3 No. of Attacks: 1 choke Damage: 1d3 + special Movement: 20' No. Appearing: 1 Save As: Fighter: 3 Morale: 7 Treasure Type: U XP: 145 A Choker is a vicious little predator lurking underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help it grip almost any surface. It weighs about 35 pounds, is brown or mottled gray in color, and vaguely humanoid in shape. A choker likes to perch high, often at intersections, archways, wells, or staircases, reaching down to attack. It generally prefers to attack lone prey. A choker deals 1d3 points of damage as it grabs its target, and continues to deal 1d3 points of damage each round by choking and tearing at its prey until its victim is dead or it is forced to release. Because it seizes its victim by the neck, a creature in the choker's grasp cannot speak or cast spells. A choker is supernaturally quick, and always acts first in a combat round. Cloaker Armor Class: 19 Hit Dice: 6** No. of Attacks: 1 bite, 1 tail + special (crush) Damage: 1d6 bite, 1d6 crush + special Movement: 10' Fly 40' No. Appearing: 1d3 Save As: Fighter: 6 Morale: 7 Treasure Type: None XP: 610 When resting or lying in wait, a Cloaker is almost impossible to distinguish from dark surroundings. A cloaker has glowing eyes, needle sharp fangs, and a whiplike tail. It has an 8-foot wingspan and weighs about 100 pounds. Cloakers are generally found in dark places. A cloaker lies in wait, surprising on a roll of 1-4 on 1d6. It will bite and wrap itself around the target, causing damage equal to 20 minus the victim's unadjusted, shield-less AC; creatures with AC 20 or higher will suffer no damage. Dexterity offers no protection against this attack, but magical armor bonuses do. The cloaker's tail attack cannot be used on an enveloped victim, but will be applied to those attempting to assist. Attacks against a cloaker that has enveloped a victim will do half damage to the cloaker and half to the trapped victim. 18


Basic Fantasy Field Guide Volume 1 Monsters Clockwork Skeleton Armor Class: 13 Hit Dice: 2+2 No. of Attacks: 1 punch or weapon Damage: 1d6 or by weapon Movement: 40' No. Appearing: 2d6 Save As: Fighter: 2 Morale: 12 Treasure Type: None XP: 75 The Clockwork Skeleton is a skeletal construct made of bronze and powered by a strange arrangement of pulleys, coils, wires, and gears. It has rudimentary brain matrices limited to knowing a patrol area, responding to alarms, knowing friend from foe, and standing guard. It will not automatically attack unless what it is guarding is disturbed. Unlike a normal animated skeleton, a clockwork skeleton is vulnerable to edged weapons due to the nature of the wires and pulleys that make up its mechanics. Crucially, this creature is not an undead monster (despite its obvious resemblance) and thus cannot be Turned. Like any construct, a clockwork skeleton is immune to sleep, charm, and hold spells. As it is mindless in the traditional sense, no form of mind reading is of any use against it. It never fails morale and always fights until destroyed. A clockwork skeleton is vulnerable to electrical attacks; in addition to normal damage done, all clockwork skeletons within 40 feet react as if being Turned by a Cleric of the same level as the caster. Roll on the clerical Turning table for normal skeletons: a result of “T” will cause the clockwork skeletons to move about randomly without attacking, while “D” inflicts an additional 1d8 points of damage per level of the caster. Cockroach, Giant, and Balroach Giant Balroach Armor Class: 15 18 Hit Dice: 1* 5** No. of Attacks: 1 bite 1 bite Damage: 1d4 1d8 Movement: 50' 40' No. Appearing: 1d4, Wild 2d4, Lair 2d8 1, Wild 1, Lair 1d6 Save As: Fighter: 1* Fighter: 5* Morale: 6 9 Treasure Type: None G XP: 37 450 A Giant Cockroach is a massive and particularly disgusting version of the common cockroach. It can reach up to 2 feet in length (not including antennae) and weighs about 40 pounds. A giant cockroach feeds on decomposing material and will defend its nest and territory. While a giant cockroach saves as a 1st-level Fighter in most situations, it saves as a 10th-level Cleric vs. Poison, and is immune to most disease-based attacks. The dreaded Balroach is a variety of giant cockroach larger than a horse. While it is an omnivore and scavenger rather than a predator, it will also fiercely defend its lair. The balroach is immune to all poisons, diseases, or similar types of afflictions. Besides its powerful mandibulae, its disgusting appearance and horrible smell offers itself protection; any being that comes within 20 feet of a balroach must save vs. Poison or suffer from a severe nausea, causing a -4 penalty to all attack rolls, saving throws and ability checks, and a -20% penalty to all Thief abilities. 19


Monsters Basic Fantasy Field Guide Volume 1 Cockroach, Giant Ghoul Armor Class: 16 Hit Dice: 2** No. of Attacks: 1 bite Damage: 1d6 + paralysis + disease Movement: 50' No. Appearing: 2d6 Save As: Fighter: 2 Morale: 12 Treasure Type: None XP: 125 Animated through the use of foul magics, a Giant Ghoul Cockroach is a ravenous monster, seeking to devour all flesh. Those bitten by this monstrosity must save vs. Paralysis or be paralyzed for 2d8 turns; elves are immune to this effect, just as with the paralysis of the ordinary ghoul. In addition to paralysis, the giant ghoul cockroach's bite may carry disease, much like a giant rat's bite. Any successful bite has a 5% chance of causing a disease. A character who suffers one or more ghoul cockroach bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead (see Constitution Point Losses in the Encounter section of the Basic Fantasy RPG Core Rules for details on regaining lost Constitution). As with all undead, it can be Turned by a Cleric (as a ghoul), and is immune to sleep, charm, or hold spells. As it is mindless, no form of mind reading is of any use against it. A giant ghoul cockroach never fails morale, and always fights until destroyed. Couatl Armor Class: 16 Hit Dice: 9+** (AB +8) No. of Attacks: 1 bite, 1 constrict, or spells/powers Damage: 1d3 bite + poison, 2d4 constrict Movement: 20' Fly 60' No. Appearing: 1d2, Lair 1d6 Save As: Fighter: 9+ Morale: 12 Treasure Type: B, I XP: 1,225 The powerful and legendary Couatl is a large serpent with a pair of feathered wings; since it is a shape-changer, one rarely sees this form. It can speak Common, communicate freely with reptiles and avians, or may use telepathic communication with intelligent creatures. A couatl has keen senses, including paranormal, which gives it the equivalent of Darkvision with a 90 foot range. A couatl is a benevolent force of goodness, and is rarely aggressive unless first attacked. When pressed into direct physical combat, a couatl will bite for 1d3 points of damage plus a deadly poison (save vs. Poison or die instantly). In addition, the couatl wraps about its foe, causing 2d4 points of damage from constriction each round. However, a couatl prefers to attack from the air, using spells or other powers. A couatl casts spells as either a Magic-user (40%), Cleric (40%), or sometimes as both (20%), equivalent to their hit dice (9th level). In addition, any couatl can, at will, cast detect evil, detect invisibility, detect magic, ESP, and read languages. A couatl can also become invisible and insubstantial (incorporeal). In this form, it moves at half speed in any direction, and can move through solid objects freely. A couatl can teleport twice per day. A couatl can polymorph itself freely, and will not hesitate to change into another, more effective form in combat. 20


Basic Fantasy Field Guide Volume 1 Monsters Crypt Dweller* Armor Class: 13 (m) Hit Dice: 2* No. of Attacks: 2 claws or 1 weapon Damage: 1d4 claw or by weapon Movement: 60' No. Appearing: 1-2 Save As: Fighter: 2 Morale: 12 Treasure Type: None XP: 100 A Crypt Dweller is an undead creature improperly buried or placed into a grave that has been desecrated or defiled. It resembles a zombie, and is often mistaken for one. A crypt dweller attacks with clawed hands, or sometimes with a weapon if one was entombed with the creature. Its main defense is that it can only be damaged by magical weapons or spells. Strikes from normal weapons will only make the crypt dweller pause slightly, making it lose initiative on the following round. Like all undead, it can be Turned by Clerics (as a wight), and are immune to sleep, charm, and hold spells. No form of mind reading or mental contact is of any use against it. A crypt dweller always fights until destroyed. Cu-Sidhe Common Special* Armor Class: 16 16 (s) Hit Dice: 1 1** (+2d8 hp enlarged) No. of Attacks: 1 bite 1 bite Damage: 1d4 1d4 (2d4 enlarged) Movement: 50' 50' No. Appearing: 1d4 1d4 Save As: Fighter: 1 (Elf bonuses) Magic-User: 1 (Elf Bonuses) Morale: 8 9 Treasure Type: None None XP: 25 100 Cu-Sidhe are an elven breed of canine. Their fur is patterned like tree bark, giving them excellent camouflage; so long as one remains still, there is only a 10% chance it will be detected in forest terrain. Even indoors, underground, or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. They have Darkvision with a 60 foot range, and particularly acute canine senses. As with most canines, they prefer to attack as a pack, and will generally avoid combat if met singly. Most cu-sidhe are much like other wolf or dog breeds, loyal and obedient pets and working dogs. One in six pups born is a special exception, having human-level intellect and the ability to learn magical skills. These special cu-sidhe can detect magic and detect invisibility at will. A magic-wielding cu-sidhe can cast a form of growth of animals on itself twice per day, lasting up to 1 hour. This also grants a temporary 2d8 bonus hit points while enlarged (as if granted by a potion of heroism). While enlarged, they may be used as mounts by small or medium characters. Special cu-sidhe are only hit by weapons which are silver or magical; furthermore, so long as one has at least 1 remaining hit point, it is able to regenerate 1 hit point each round. However, if reduced below 1 hp, a cusidhe will die like any other creature. They save vs. all magic with a +4 bonus. 21


Monsters Basic Fantasy Field Guide Volume 1 Darkmantle Armor Class: 17 Hit Dice: 1+2* No. of Attacks: 1 constriction Damage: 1d4 Movement: 20' Fly 60' No. Appearing: 2d6 Save As: Fighter: 1 Morale: 7 Treasure Type: None XP: 37 While at rest, a Darkmantle looks much like a stalactite. Using a muscular 'foot' it attaches itself to the ceiling, its tentacles wrapped about its body. A darkmantle weighs about 30 pounds and can change its skin color to match the surrounding stone. It effectively has 90’ Darkvision, achieved through a form of echolocation. Magical silence effectively blinds a darkmantle. A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the victim's head to constrict and suffocate, doing 1d4 points of damage. A darkmantle that misses its initial attack will usually fly back to its perch and try again. After successfully attacking, the darkmantle automatically inflicts 1d4 points of damage each round. While attached to an individual, a darkmantle takes half damage from attacks; the other half is inflicted upon the individual it covers. Once per day a darkmantle can cast darkness (the reverse of light, with a 6-turn duration). It most often uses this ability just before attacking. Death Dragon Armor Class: 22 Hit Dice: 11** (AB +9) No. of Attacks: 2 claws + paralysis, 1 bite or breath, 1 tail Damage: 1d8 claw, 4d8 bite, or breath, 1d8 tail Movement: 30' Fly 80' (15') No. Appearing: 1 Save As: Fighter: 11 Morale: 10 Treasure Type: H XP: 1,765 A Death Dragon is a skeletal monster, a sort of "dragon lich" who has chosen to become undead for reasons inscrutable to mortals. In place of whatever breath weapon it had in life, a death dragon breathes a cloud of freezing fog (100' long x 55' wide). In addition to dealing damage, this breath inflicts mummy rot (see ther mummy entry in the Basic Fantasy RPG Core Rules for details) on those affected unless they save vs. Death Ray. Its claws inflict paralysis (like a ghoul), but elves are not immune; a saving throw vs. Paralysis is allowed to resist. 22


Basic Fantasy Field Guide Volume 1 Monsters Delver Armor Class: 24 Hit Dice: 18** (AB +12) No. of Attacks: 2 flippers Damage: 1d6 + special Movement: 30' Burrow 10' No. Appearing: 1 Save As: Fighter: 18 Morale: 11 Treasure Type: None XP: 4,320 A Delver resembles a cross between an enormous centipede and a slug. A delver is roughly 15 feet long and 12 feet tall. It has a huge mouth and slits for eyes. Delvers have spongy flipper-like arms, each of which ends in six black digging nails. A delver’s ability to sense vibrations gives the equivalent of Darkvision with a 60 foot range. A delver produces a mucus-like slime that is highly corrosive. Merely touching it causes 2d6 points of damage to organic creatures. The slime deals 4d8 points of damage to metallic creatures or objects, while against stony creatures (including earth elementals) the slime causes 8d10 points of damage. A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its two flippers, causing 1d6 points of damage each (plus the corrosive damage noted above). On the round following a successful hit, the victim takes 1d6 points of damage from the slime unless is it washed off with at least a quart of fluid. For metal or stone creatures, this damage is half of the noted corrosive damage listed (2d8 or 4d10 respectively). Anyone attacking a delver with natural weapons will take damage from the corrosive slime each time an attack succeeds unless they succeed on a save vs. Paralysis. Each time a delver strikes, the individual's shield, armor, and clothing (in that order) may be destroyed. The victim must make a save vs. Paralysis for each item; any successful saving throw means subsequent items are unaffected. For example: a Fighter is struck by a delver; he fails his first saving throw, and his shield is destroyed. He succeeds at his second save, so his armor and clothing are safe... for this round, at least. Magic shields or armor will lose one “plus” each time they are damaged, instead of being destroyed outright. 23


Monsters Basic Fantasy Field Guide Volume 1 Derej Pit Creatures These creatures were created by Derej the Mage to train slaves destined for the fighting pits. As they were designed for training, the number of these creatures appearing is generally equal to the sum of the levels of the group of adventurers facing them. They will always attack until reduced to zero hit points. Derej Pit Creatures are easily identified as they are all white with a diamond-shaped red mark on their foreheads. When reduced to zero hit points, a derej pit creature dissolves into a harmless white mist. Derej Cat Armor Class: 13 (special, see below) Hit Dice: 1* No. of Attacks: 2 claws Damage: 1d6 Movement: 40' No. Appearing: Special Save As: Fighter: 1 Morale: 12 Treasure Type: None XP: 37 Each time a Derej Cat evades a strike (i.e. is attacked unsuccessfully) its armor class increases by 2 points. Its AC is reduced by 1 point per turn after combat ends, to a minimum of 13. Derej Cobra Armor Class: 13 Hit Dice: 1* No. of Attacks: 1 bite Damage: 1d4 (special, see below) Movement: 40' No. Appearing: Special Save As: Fighter: 1 Morale: 12 Treasure Type: None XP: 37 A Derej Cobra's bite increases in damage every time it strikes. A derej cobra rolls 1d4 points of damage for its first hit, 1d6 for its second hit, and so on up to 1d12; after 1d12, the damage becomes 2d6, then 2d8, then 2d10. This increased damage potential is reduced 1 die level per turn after combat ends, to a minimum of 1d4. Derej Mongoose Armor Class: 13 Hit Dice: 1* No. of Attacks: 1 bite (special, see below) Damage: 1d6 Movement: 40' No. Appearing: Special Save As: Fighter: 1 Morale: 12 Treasure Type: None XP: 37 The Derej Mongoose has 1 attack per round normally, but if it hits an opponent, it adds 1 attack per round for the next round; subsequently, on each round when it hits with all of its attacks, it adds an additional attack per round for the next round. On any round where it misses with at least one attack, the number of attacks it can make in the next round decreases by 1 (to a minimum of 1 attack per round); if it is unable to attack any foe in any given round, the number of attacks it can make returns to 1 upon the next round. Derej Rat Armor Class: 13 Hit Dice: 1* No. of Attacks: 1 bite Damage: 1d4 Movement: 40' No. Appearing: Special Save As: Fighter: 1 Morale: 12 Treasure Type: None XP: 37 Each time a Derej Rat is slain, its original hit points are distributed to any remaining derej rats in its group, until all of the derej rats are destroyed. 24


Basic Fantasy Field Guide Volume 1 Monsters Desert Worm Armor Class: 14 Hit Dice: 4* No. of Attacks: 1 bite Damage: 1d10 + special Movement: 40’ Burrow 30’ No. Appearing: 1 Save As: Fighter: 3 Morale: 12 Treasure Type: None XP: 280 A Desert Worm is a large carnivorous creature, with a round mouth ringed with several rows of sharp teeth. A desert worm has no eyes nor olfactory organs, but it can sense movement on the ground within 20 feet. It spends most of its life burrowing beneath the sands. A desert worm will eventually leave a potential victim alone if it no longer senses any movement within that area. On a natural 20 attack roll, a victim of up to dwarf size will be swallowed whole, suffering 1d6 points of damage per round thereafter. Only one such victim may be swallowed at a time. A swallowed creature can cut its way out by dealing 5 or more points of damage with a small edged weapon such as a dagger. Dinosaur, Ankylosaurus Armor Class: 21 Hit Dice: 9 or (9* for Paleocinthus) (AB +8) No. of Attacks: 1 tail Damage: 2d6 (3d6 for Paleocinthus) Movement: 30' No. Appearing: 1d3, Wild 1d4+1 Save As: Fighter: 9 Morale: 8 Treasure Type: None XP: 1,075 (Paleocinthus 1,150) The Ankylosaurus weighs about 8,000 pounds, most of this weight due to its armor plating, side spines, and great, knobby tail. If attacked or threatened, it lashes out with its tail, delivering blows of considerable force. A related species, Paleocinthus, has even more armor plating (AC 24) and a spiked tail (3d6 points of damage). Dinosaur, Compsognathus Armor Class: 12 Hit Dice: ½ (1d4 HP) No. of Attacks: 1 bite Damage: 1d2 Movement: 40' No. Appearing: Wild 1d10 Save As: Normal Man Morale: 8 Treasure Type: None XP: 10 A Compsognathus is a tiny, chicken-sized prehistoric reptile that runs swiftly to catch insects and other small prey. Alone it isn’t much of a threat, but on occasion it has been known to gang up on a large creature. 25


Monsters Basic Fantasy Field Guide Volume 1 Dinosaur, Raptor Deinonychus Velociraptor Armor Class: 15 15 Hit Dice: 3 1 No. of Attacks: 2 claws or 1 bite 2 claws or 1 bite Damage: 1d6 claw, 1d8 bite 1d4 claw or bite Movement: 50' 80' No. Appearing: 1d3, Wild 2d3, Lair 2d6 1d4, Wild 2d4, Lair 2d8 Save As: Fighter: 3 Fighter: 1 Morale: 8 8 Treasure Type: None None XP: 145 25 A Deinonychus is a medium-sized feathered dinosaur, weighing approximately 150 pounds and reaching about 11 feet in length from nose to tail. Deinonychus is an avid predator and a skilled pack-hunter, that attacks by biting or leaping and using its formidable claws. Against large prey a deinonychus will bite and hold on in order to use its claws for automatic damage each round; however while holding its AC drops to 11. The Velociraptor is a small feathered dinosaur, weighing about 30 pounds and similar in size to a turkey. It acts and attacks in a similar manner to the deinonychus. Dolphin Armor Class: 15 Hit Dice: 2 No. of Attacks: 1 ram Damage: 2d4 Movement: Swim 120' No. Appearing: Wild 2d10 Save As: Fighter: 4 Morale: 8 Treasure Type: None XP: 75 A Dolphin is an aquatic mammal that resembles a large fish. It is highly intelligent and usually acts friendly toward humans and humanoid creatures. Because it is a mammal, a dolphin must surface periodically to breathe air, though it can hold its breath for up to an hour of light activity (or two turns of strenuous action). A dolphin is frequently found in the company of mermaids. Dragon, Brown Armor Class: 17 Hit Dice: 6** No. of Attacks: 2 claws, 1 bite or breath, 1 tail Damage: 1d4 claw, 2d8 bite or breath, 1d4 tail Movement: 30' Fly 80' No. Appearing: 1, Wild 1, Lair 1d4 Save As: Fighter: 6 Morale: 7 Treasure Type: H XP: 610 A Brown Dragon is the smallest and weakest of the dragons, but is far craftier. A brown dragon favors rocky cliff-sides and canyons for its home. The brown dragon is a highly territorial but cowardly hermit, and even a mated pair will jealously separate their treasure from one another. A brown dragon prefers to ambush trespassers by blending into the rocks. Some larger ones have been known to accumulate boulders to drop from above onto unsuspecting adventurers. A brown dragons' claws are especially well-suited to climbing sheer cliff surfaces, which it does as well as a Thief (level equivalent to the brown dragon's HD). 26


Basic Fantasy Field Guide Volume 1 Monsters Brown Dragon Age Table Age Category 1 2 3 4 5 6 7 Hit Dice 3 4 5 6 7 8 9 Attack Bonus +3 +4 +5 +6 +7 +8 +8 Breath Weapon Hurricane-force winds (Cone) Length - 60' 70' 80' 85' 90' 95' Width - 25' 30' 30' 35' 40' 45' Chance/Talking 0% 15% 20% 30% 45% 55% 65% Spells by Level Level 1 - 1 2 3 3 3 3 Level 2 - - - - 1 2 3 Claw 1d4 1d4 1d4 1d4 1d4 1d6 1d8 Bite 2d4 2d6 2d6 2d8 2d8 2d10 2d10 Tail 1d4 1d4 1d4 1d4 1d4 1d6 1d6 Dragonne Armor Class: 18 Hit Dice: 9* (AB +8) No. of Attacks: 2 claws, 1 bite Damage: 2d6 claw, 2d4 bite Movement: 40' Fly 30' No. Appearing: 1d6, Wild 1d6, Lair 1d10 Save As: Fighter: 9 Morale: 10 Treasure Type: None XP: 1,150 A Dragonne appears as a strange combination of a lion and dragon, possessing huge claws, fangs, and eyes. Its scales and stiff hair are the color of brass. A dragonne is about 12 feet long and weighs about 700 pounds. It is very intelligent and communicates in one or more languages of its home territory. A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 20 minutes at a time at relatively slow speeds. A dragonne attacks by biting and clawing. In addition, every 1d4 rounds a dragonne can produce a tremendous roar. To anyone within 120 feet, the roar causes temporary weakness, resulting in a -2 penalty to attack rolls, damage, and any Strength checks for 2d6 rounds unless they save vs. Paralysis. Those within 30 feet are also deafened for the same period, with no save allowed. A deafened creature can react only to what it can see or feel, is surprised on 1-3 on 1d6, and suffers a -1 penalty to its initiative rolls. However, a deafened creature is immune to further roars until its deafness alleviates (after the 2d6 rounds). Drat Armor Class: 11 Hit Dice: ½* (1d4 HP) No. of Attacks: Special Damage: Special Movement: 30' No. Appearing: 1 Save As: Fighter: 1 Morale: 7 Treasure Type: None XP: 13 The Drat, so-called because of the frequent expletives emitted in its vicinity, is so rare as to elicit skepticism with regards to its very existence. It appears to be a common rat, and can be encountered anywhere that a rat might be found. The drat would be little more than an annoyance if not for its special ability. A drat has an aura of bad luck which covers a radius of 30 feet around it. Anyone besides the drat within the radius suffers a cumulative penalty of -1 per round on attack and saving throw rolls, while giving opponents (who are outside the radius or are immune, i.e. drats) a cumulative +1 bonus on attack rolls against affected creatures. The maximum penalty (or bonus) which may accrue is -6 (or +6). There is no way to detect this effect, other than to attempt and fail at attacks or saving throws, and the drat does not even need to be visible. For instance, a drat could be peacefully sleeping on the other side of a wall from the adventurers and its sphere of influence will still affect them. The only surefire way to detect the presence of a drat is by noticing the ever increasing string of unlikely events beginning to happen. For instance, a very dexterous Thief will, after only a few minutes exposure, begin to bumble about so clumsily that they will soon trip over their own feet. It is essential that the GM be completely and scrupulously fair in the use of this monster. 27


Monsters Basic Fantasy Field Guide Volume 1 Draugr Armor Class: 17 Hit Dice: 9** (AB +8) No. of Attacks: 1 weapon Damage: 1d10+3 Movement: 30' No. Appearing: 1, Lair 1 Save As: Fighter: 9 Morale: 11 Treasure Type: B, M XP: 1,225 A Draugr is the undead remains of an ancient king, generally found only in its ancient crypt. It appears as a skeleton wearing antique plate mail. A draugr usually wields a two-handed sword in combat. It can see invisible opponents. Once per turn, a draugr can breathe a cone of ice out to 10 feet in front of it. Anyone caught in this cloud of frozen mist must save vs. Spells or be stunned (-2 to AC, in addition to losing any Dexterity and shield bonuses) and unable to act for one round. Spellcasters who fail their save are unable to cast any spell for the remainder of the round. As with all undead, a draugr can be Turned by a Cleric (as a vampire), and is immune to sleep, charm or hold spells. Eel, Common & Giant Common Giant Armor Class: 11 12 Hit Dice: 1 2, 4, or 6 (*) No. of Attacks: 1 bite 1 bite Damage: 1d6 1d8, 1d10, or 1d12 Movement: 60' Swim 60' Swim No. Appearing: Wild 1d6 Wild 1d6 Save As: Fighter: 1 Fighter: 2, 4, or 6 Morale: 8 8 Treasure Type: None None XP: 25 2 HD 75; 2* HD 100; 4 HD 240; 4* HD 280; 6 HD 500; 6* HD 555 Common Eels will often be found along reefs or in other areas where they can hide in holes and nooks in order to ambush prey. Common eels are territorial and aggressive in defense of their lair. A Giant Eel is the huge cousin to the common eel, and is similar in most ways except size. This great aquatic beast is often found in lost underwater ruins or as a guardian raised and trained by underwater races. 1 in 6 giant eels can emit an electrical shock up to three times per day, which will affect those within a 20 feet radius. The shock causes 1d4 points of damage for each hit die of the giant eel; a saving throw vs. Dragon Breath is allowed for half damage. During a round when an eel uses its shock, it is immune to electrical attacks. On other rounds a giant electric eel has a +2 bonus on saves against electrical attacks. 28


Basic Fantasy Field Guide Volume 1 Monsters Elemental* Elementals are incarnations of the elements that compose existence. It is possible to summon an elemental by one of three means: By the use of a staff, or of a device, or by casting a spell. For each elemental type, separate statistics are provided for each of these three categories. Due to their highly magical nature, elementals cannot be harmed by non-magical weapons. The Core Rules present elementals conforming to the classical elements of European tradition (air, earth, fire, and water). Asian traditions present a different group: fire, earth, metal, water, and wood. Metal and wood elementals are presented below, completing this set when added to the fire, earth, and water elementals found in the Core Rules. Additionally, cold and lightning elementals are provided for those who wish to be less traditional. As always, the Game Master decides what sort of monsters appear in his or her world. Elemental, Cold* Staff Device Spell Armor Class: 18 (m) 20 (m) 22 (m) Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: 1 punch or stomp + special Damage: 1d12 2d8 3d6 Movement: 40' No. Appearing: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: -- 10 -- Treasure Type: -- None -- XP: 945 1,975 3,385 A Cold Elemental resembles a crude, headless ice statue with long, sharp icicles in place of hands. A cold elemental takes double damage from fire attacks. It deals an additional 1d8 points of damage against creatures that are hot or flaming in nature, as well as creatures made of liquids or oozes. A cold elemental's body is so bitterly cold that creatures within 5 feet take 1d6 points of damage automatically, unless they are immune to the effects of cold. Any liquids the cold elemental touches immediately freezes solid. A cold elemental cannot enter places where the temperature is above 50 degrees Fahrenheit. Elemental, Lightning* Staff Device Spell Armor Class: 18 (m) 20 (m) 22 (m) Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: -- special -- Damage: 1d12 2d8 3d6 Movement: Fly 120' No. Appearing: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: -- 10 -- Treasure Type: -- None -- XP: 945 1,975 3,385 A Lightning Elemental resembles dark clouds, lit from within by flashes of lightning. It can magnetically draw metal items towards itself as if using telekinesis. It deals an extra 1d8 points of damage to creatures that are in contact with water or metal but not touching solid ground. A lightning elemental takes double damage when attacked by air or wind attacks (including air elementals). A lightning elemental can choose either to strike a single creature or create a mighty thunderclap. If the latter attack is used, all creatures within a 30 foot radius must save vs. Paralysis or be deafened for 1d8 turns. Elemental, Metal* Staff Device Spell Armor Class: 18 (m) 20 (m) 22 (m) Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: 1 punch, stomp, or special Damage: 1d12 2d8 3d6 Movement: 30' No. Appearing: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: -- 10 -- Treasure Type: -- None -- XP: 945 1,975 3,385 A Metal Elemental resembles lithe figures made of molten metal. It is able to shape its extremities into cruel blades. Despite its appearance, a metal elemental is normally cool to the touch. Metal armor affords no protection against a metal elemental, and indeed it deals an additional 1d8 points of damage to creatures, vehicles, or structures that are made of or in direct contact with some form of metal. Lightning attacks deal double damage to it. A metal elemental cannot cross a body of water greater than its own height. 29


Monsters Basic Fantasy Field Guide Volume 1 Elemental, Wood* Staff Device Spell Armor Class: 18 (m) 20 (m) 22 (m) Hit Dice: 8* 12* (AB +10) 16* (AB +12) No. of Attacks: 1 punch or stomp Damage: 1d12 2d8 3d6 Movement: 40' No. Appearing: -- special -- Save As: Fighter: 8 Fighter: 12 Fighter: 16 Morale: -- 10 -- Treasure Type: -- None -- XP: 945 1,975 3,385 A Wood Elemental superficially resembles a treant, but closer inspection reveals that rather than a single tree it is made up of dozens of interlinked trees. A wood elemental takes double damage from fire attacks of any kind, and does 1d8 points of extra damage to creatures in contact with vegetation (including weapons or shields made mainly of wood), as well as to earthen or stone structures. Elephant, Shovel Tusk Armor Class: 20 Hit Dice: 10 (AB +9) No. of Attacks: 1 tusk or trample Damage: 1d10 tusk, 4d10 trample Movement: 40' No. Appearing: Wild 1d12 Save As: Fighter: 10 Morale: 8 Treasure Type: None XP: 1,300 The Shovel Tusk Elephant is a prehistoric relative of the modern elephants; they have a variety of forms depending on the exact era and region. All varieties have extended lower jaws tipped with a shovel-like plate or tusk. Shovel tusk elephants vary in size; the statistics given are for a larger specimen such as a bull. Ettercap Armor Class: 14 Hit Dice: 6+1 No. of Attacks: 2 claws, 1 bite + poison Damage: 1d3 claw, 1d8 bite + poison Movement: 30' No. Appearing: 1d2 Save As: Fighter: 6 Morale: 7 Treasure Type: None XP: 500 An Ettercap's appearance is a cross between a grosslybloated spider and a humanoid. It is often found in the company of 2-4 large spiders. An ettercap is about 6 feet tall, weighs about 200 pounds, and speaks Common. An ettercap is not a brave creature, but its cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite. It usually will not come within melee reach of any foe that is still able to move. The poison of an ettercap paralyzes its foe on a missed saving throw vs. Poison. This paralysis will wear off naturally in 1d6+6 turns. An ettercap can throw a web eight times per day to entangle enemies. To hit, the ettercap must make an attack roll against AC10 + the target's Dexterity modifier (and any magic modifier). If the ettercap hits, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity. The web has a maximum range of 50 feet and is effective against targets of up to Medium size. The web anchors the target in 30


Basic Fantasy Field Guide Volume 1 Monsters place, preventing any movement. An entangled creature can burst the web as per the web spell. An ettercap can also create sheets of sticky webbing up to 60 square feet. They usually position these to snare flying creatures, but can also try to trap prey on the ground. Approaching creatures may stumble into it and become trapped. An ettercap can determine the exact location of any creature touching its web. Ettin Armor Class: 18 Hit Dice: 13 (AB +10) No. of Attacks: 2 weapons Damage: By weapon Movement: 30' No. Appearing: 1, Wild 1d2, Lair 1d4 Save As: Fighter: 13 Morale: 7 Treasure Type: J (E+1d10x1,000 gp in lair) XP: 2,175 An Ettin is a vicious and unpredictable 2-headed giant. An ettin rarely bathes, resulting in grimy and dirty skin resembling a thick, gray hide. An adult ettin is about 13 feet tall. It has no language of its own, but speaks a pidgin of Orc and Giant. Creatures that can speak any of these languages can understand only bits and pieces of an ettin’s speech. Although an ettin is not very intelligent, it is a cunning fighter, preferring to ambush victims rather than charge into a fair fight. An ettin typically wields a spear in each hand, adding +4 to damage rolls due to its great strength. Because each arm is controlled by one head, the ettin does not suffer penalties for attacking with two weapons. An ettin is almost never surprised. The GM rolls once for each head, and only if both heads fail will the monster suffer surprise. Faun (and Ibix) Armor Class: 15 (11) Hit Dice: 1 No. of Attacks: 1 weapon Damage: 1d6 or by weapon Movement: 40' No. Appearing: 1d8, Wild 5d8, Lair 5d8 Save As: Fighter: 1 (with Dwarf bonuses) Morale: 8 Treasure Type: D XP: 25 A Faun is a fey-related race that resembles a sort of strange cross of goat with a small Human or Elf-like being. Standing only about 4 to 5 feet tall, it has a Human-like torso and head, but the legs and feet of a goat. A faun can also have other features reminiscent of goats, such as small horns or large ears. Fauns share the Halfling’s love of a simple agrarian life, and frequently are found wherever alcoholic beverages are made. Fauns do not have their own language, preferring to speak Elvish among themselves. They also know the language of Halflings, their most common neighbors, and many also know the secret languages of fey races such as pixies or dryads. Most adventuring fauns who travel outside their small shires know Common. The Ibix is the cousin to the faun, with a head that is much more goat-like. Unlike fauns, an ibix is ill-tempered and 31


Monsters Basic Fantasy Field Guide Volume 1 generally considered evil, sometimes even allying with humanoids such as goblins. It has identical statistics to those listed above, except that it speaks Goblin rather than Halfling. Flederkatze* Armor Class: 19 (see below) Hit Dice: 2** No. of Attacks: 2 claws, 1 bite + poison Damage: 1d2 claw, 1d3 bite + poison Movement: 40' Fly 60' No. Appearing: 1 Save As: Magic-User: 2 Morale: 7 Treasure Type: None XP: 125 A Flederkatze (“flitter-cats”) is a magical creature that appears to be a mix of feline and bat-like features. It has dark fur with leathery wings sprouting from its back. Its head is cat-like but with bat-like ears. A flederkatze can fold its wings close to its body, appearing to be a normal cat unless closely inspected. A flederkatze has exceptional hearing, including a form of echolocation with a 120 foot range; normal invisibility is easily detected, but magical silence effectively negates this power. Its actual eyesight is quite poor (roughly 30 feet), and it suffers discomfort in bright sunlight (-1 attack penalty in bright or magical light). A flederkatze attacks with claws and bite like other felines. Its bite contains a toxin that causes 1 additional point of damage each round for 10 rounds as the poison travels through the body. Each round the affected can roll a save vs. Poison to halt any further damage, although subsequent bites will produce the wounding effect anew (resetting the 10-round duration). Only one such point of poison damage is applied each round, even if multiple bites are scored without successfully saving. In addition to physical attacks, a flederkatze can detect magic at will, become invisible at will, and once per day can bestow curse (reverse of remove curse) as a 7th level caster (usually utilizing the “-4 to attack rolls and saves” version). Silver or magical weapons are required to strike a flederkatze. So long as it has at least 1 hp remaining, the creature regenerates 1 hp each round; if reduced to less than 1 hp a flederkatze dies. It saves against magic (including wands) with a +4 bonus. Flying Man-of-War Armor Class: 11 Hit Dice: 2 No. of Attacks: Poison (if successful digest of victim) Damage: 1 HP (save vs. Paralysis) touch, if touch successful 1d6/round digestive acid Movement: Fly 40' No. Appearing: 3d4 Save As: Fighter: 2 Morale: 7 Treasure Type: V XP: 75 A Flying Man-Of-War is a horse-sized flying jellyfish with a distinctive crest like a sail. Its body is filled with hot air, allowing it to float about 20 feet off the ground, with its tentacles hanging below. Any creature touched by its tentacles takes only 1 damage, but must save vs. Paralysis or be stunned for 1d4 rounds due to its paralyzing venom. The flying man-of-war will then pull itself down to its prey (if it weighs more than 100lbs) or lift its prey up to its body and begin digesting it, dealing 1d6 points of damage per round. If a flying man-of-war takes at least 6 points of damage from a single attack, its envelope is punctured and it swiftly falls to the ground, immobile; its tentacles will collapse in a 10 feet radius around it and remain poisonous. 32


Basic Fantasy Field Guide Volume 1 Monsters Frost Worm Armor Class: 18 Hit Dice: 16** (AB +12) No. of Attacks: 1 bite + cold or breath or death explosion Damage: 2d8 bite, 1d8 cold, 15d6 breath, 20d6 death explosion Movement: 30' No. Appearing: 1 Save As: Fighter: 16 Morale: 10 Treasure Type: None XP: 3,520 A Frost Worm grows about 40 feet long, has two huge mandibles, and a strange orifice on its head that it uses to create a trilling sound during combat. It can burrow through ice and frozen earth but not stone. When moving through such hard materials, it leaves behind a usable tunnel about 5 feet in diameter. A frost worm lurks under the snow, waiting for prey to come near. It begins an attack with the trill, which forces its prey to stand motionless, and then sets upon helpless prey with its bite. This trilling affects all creatures other than frost worms within a 100-foot radius. Creatures must save vs. Paralysis or be stunned for as long as the worm trills and for 1d4 rounds thereafter. However, if the victim is attacked or violently shaken, another saving throw is allowed. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The body of a frost worm generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Any creature attacking a frost worm unarmed or with nonmagical weapons suffers this same cold damage each time one of its attacks hits. A frost worm can breathe a 30-foot cone of frost, once per hour, for 15d6 points of cold damage. Those struck may save vs. Dragon Breath for half damage. Opponents held motionless by the frost worm’s trill cannot save. When killed, a frost worm turns to ice and shatters in an explosion, dealing 20d6 points of damage to everything within 100 feet. A victim may save vs. Dragon Breath for half damage. Gerbalaine Armor Class: 15 Hit Dice: 1 No. of Attacks: 1 punch or weapon (large form) Damage: 1d4 or by weapon (large form) Movement: 40' No. Appearing: 1d6, Wild 2d4, Lair 4d8 Save As: Fighter: 1 (Halfling bonuses) Morale: 6 Treasure Type: 1d4 random small gems XP: 25 Gerbalaines are a race of very small fey beings. It has a mouse-like appearance, and because of its size it is often mistaken for a common field mouse unless examined closely. A gerbalaine is a tinkerer, using small bits of materials gathered to fashion its home; it often builds within walls, under floors, or otherwise right under the noses of big folk. 33


Monsters Basic Fantasy Field Guide Volume 1 Up to 3 times per day, a gerbalaine may magically assume a larger form, growing to approximately Halfling size. It is this form that gives the above statistics when pressed into a fight, although a gerbalaine is more likely to run away than fight. When in its natural mouse-size form, a gerbalaine has effectively only 1 hp, but is very difficult to hit (AC 22). A gerbalaine who saves (with Halfling bonuses) against an area-of-effect damaging spell takes no damage, and even if the save fails takes only half damage. A gerbalaine's skill with devices is comparable to a 10th-level Thief. Gibbering Mouther Armor Class: 19 Hit Dice: 9** (AB +8) No. of Attacks: 6 bites + special Damage: 1d6 + special Movement: 10' No. Appearing: 1 Save As: Fighter: 9 Morale: 12 Treasure Type: None XP: 1,225 A Gibbering Mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. It has the fluid body of an amoeba, with eyes and toothy mouths constantly appearing and disappearing all over its body. As soon as a mouther spots something edible, it begins a constant gibbering. All creatures (other than mouthers) within 60 feet must save vs. Paralysis or be affected as though by a confusion spell for 1d2 rounds. A gibbering mouther may fire a stream of spittle at one opponent within 30 feet. The mouther makes an attack against AC 10 + Dex bonus of the target; if it hits, it deals 1d4 points of acid damage, and the target must save vs. Poison or be blinded for 1d4 rounds. Any creature bit by 3 or more of its mouths will be engulfed on the next round. The mouther will be able to make 12 subsequent bite attacks on the engulfed creature. A swallowed creature can cut its way out by dealing 5 points of damage with a small edged weapon such as a dagger. Glyptodon Armor Class: 19 Hit Dice: 4 No. of Attacks: 1 tail or trample Damage: 1d8 tail or trample Movement: 20' (10') No. Appearing: 1d6 Save As: Fighter: 4 Morale: 7 Treasure Type: None XP: 240 A Glyptodon is a prehistoric herbivorous mammal similar to an armadillo, only much larger with a club-like tail. Adult specimens may grow to the size of wagons. It is covered in bony plates, but is usually only dangerous when harassed or attacked. Great Orb of Eyes Armor Class: 19 Hit Dice: 12* (AB +10) No. of Attacks: 1d4 rays or spell-like ability Damage: By ray or spell Movement: Fly 30' No. Appearing: 1 Wild, 1 Lair Save As: Magic-User: 12 Morale: 9 Treasure Type: None XP: 1,975 A Great Orb of Eyes is a living mass of pulsing and evermoving eyes. It is highly intelligent but is unable to communicate vocally. A great orb of eyes can see in all directions, making it nearly impossible to surprise. It has Darkvision out to 120 feet, and with concentration may detect magic or detect invisible (see below). In combat a great orb of eyes usually levitates high, trying to avoid melee combat. From this vantage, it fires its eye rays, preferring to cause fear, hold, or charm as many foes as possible. Each round it fires 1d4 rays, each at a different target. If the die roll is greater than the number of possible 34


Basic Fantasy Field Guide Volume 1 Monsters targets, the extra rays are lost. The GM may roll to determine which rays fires or choose those with the most destructive effect(s). Great Orb of Eyes Rays 1. Death: target must save vs. Death Ray or die. 2. Draining: target takes 3d6 points of damage. They may save vs. Spells for half damage. The great orb of eyes heals half that many hit points. 3. Fear: target is affected by cause fear (reversed remove fear) spell, as cast by a 12th-level Cleric. 4. Charm: target is affected by charm monster spell, as cast by a 12th-level Magic-user. 5. Hold: target is affected by hold monster spell, as cast by a 12th-level Magic-user. 6. Blinding: target is affected by cause blindness (reversed remove blindness) spell, as cast by a 12th-level Cleric. A great orb of eyes rarely ever uses its death ray unless its very life depends on it, instead preferring to drain foes for sustenance. A great orb of eyes can also cast telekinesis three times per day (as a 12th-level caster). Charmed individuals become slaves, providing any necessary manual labor, and a great orb of eyes can communicate telepathically with any such charmed being. When their usefulness fades, these slaves are drained for sustenance. Grick Armor Class: 16 Hit Dice: 2 No. of Attacks: 4 tentacles, 1 bite Damage: 1d4 tentacle, 1d3 bite Movement: 30' No. Appearing: 1, Wild 1d4 Save As: Fighter: 2 Morale: 12 Treasure Type: V XP: 75 An adult Grick is a large snake-like creature weighing around 200 pounds and stretching about 8 feet long from the tip of its tentacles to the end of its tail. A grick’s body coloration is uniformly dark with a pale underbelly, and the tentacles attach just behind its head; the tentacles are segmented like the body of an earthworm. A grick hunts by hiding near high-traffic areas, using its natural coloration to blend into the shadows; when doing this, the grick surprises on a 1-3 on 1d6. When prey ventures near, a grick lashes out with its tentacles. The jaws are small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags victims back to the lair to be eaten at leisure. Multiple gricks do not fight in concert; rather, each attacks the prey closest to it, and breaks off the fight as soon as it can drag a dead or unconscious victim away. 35


Monsters Basic Fantasy Field Guide Volume 1 Grimlock Armor Class: 15 Hit Dice: 2 No. of Attacks: 1 battleaxe Damage: 1d8 Movement: 30' No. Appearing: 1d4, Wild 1d10+10, Lair 1d6 x10 Save As: Fighter: 2 Morale: 7 Treasure Type: D XP: 75 A Grimlock is a muscular humanoid with gray skin. It is blind, but its exceptional senses of smell and hearing allow it to notice foes nearby. As a result, it usually shuns ranged weapons and rushes to attack, brandishing stone battleaxes. A grimlock can sense all foes within 40 feet as a sighted creature would. Beyond that range, treat all targets as having total concealment. A grimlock is susceptible to sound- and scent-based attacks, however, and is affected normally by loud noises, sonic spells (such as silence 15' radius) and overpowering odors. Negating a grimlock’s sense of smell or hearing reduces its ability to fight. If both of these senses are negated, a grimlock is effectively blinded. It is immune to gaze attacks, visual effects, illusions, and other attacks that rely on sight. Guard Fern Armor Class: 14 Hit Dice: 6* No. of Attacks: 3 thorn, 1 acid, 1 leaves Damage: 1d4 thorn, 3d8 acid, 1d8 leaves Movement: 0' (immobile) No. Appearing: Wild 1d6 Save As: Fighter: 6 Morale: 12 Treasure Type: None XP: 555 A Guard Fern is a huge, bushy plant. It is typically cultivated and placed to guard narrow features, such as a hallway or gap in a wall. Guard ferns are immune to acids, and have a fire-retardant structure that reduces all fire-based damage by half (a successful saving throw means it takes no damage). The guard fern is immobile but can attack in all directions. It reacts to any vibration and heat sources. It has three attacks that intensify as targets move closer. At sixty to thirty feet, it can fire a spray of large, sharp thorns, each dealing 1d4 points of damage; each human-sized person might be hit by 1d4 thorns. At five to thirty feet, it sprays a shower of acid, dealing 3d8 points of damage with a save vs. Dragon Breath reducing damage by half. It can perform both of these attacks three times in any direction before it must grow more thorns or replenish the acid, regaining one attack in each category each day. 36


Basic Fantasy Field Guide Volume 1 Monsters Finally, it can lash out with sharp leaves at a single creature within five feet, dealing 1d8 points of damage on a hit. Even if chopped to bits, a guard fern will grow back in 1d6+4 weeks. Only burning one or digging up the roots will kill it for good. Gump Armor Class: 14 Hit Dice: 4* No. of Attacks: 2 fists or 1 weapon Damage: 1d8+3 fist or by weapon +3 Movement: 30' No. Appearing: 1, Lair 1 Save As: Fighter: 4 Morale: 10 Treasure Type: C XP: 280 A Gump is a large and blubbery humanoid that stands just over a head taller than a human male, with a broad, jagged toothed grin and small deep-set eyes. Meeting the gaze of a gump is dangerous. Anyone who meets the gaze of a gump must save vs. Paralysis at +2 or suffer the effects of a hold person spell for 1d4+1 rounds. Anyone facing a gump in combat is deemed to have met its gaze, as is anyone who is surprised by the monster. Those who attempt to fight a gump while averting their eyes suffer a -4 penalty on attack rolls. It is safe to view a gump's reflection in a mirror or other reflective surface; anyone using a mirror to fight a gump suffers a penalty of -2 to attack. Characters fighting a gump must make the saving throw each round if not taking measures to avoid the monster's gaze. A gump communicates with an odd jibbering and slobbery voice that is difficult to understand. It can speak Common and the languages of goblinoid creatures. Headless Horseman Armor Class: According to armor worn Hit Dice: 7+** No. of Attacks: 1 weapon (also see mount) Damage: 1d8 or by weapon (also see mount) Movement: 30' (also see mount) No. Appearing: 1 (plus mount) Save As: Fighter: 7+ Morale: special Treasure Type: None XP: 800+ (plus XP of mount) A Headless Horseman is a powerful undead warrior. A headless horseman appears in knightly garb, similar to what it wore in life. Of course, as the name indicates it is headless, but a jack-o-lantern, helmet, or other decoration could be worn above the neck. Upon sighting a headless horseman, characters of less than 5th level must save vs. Spells or be stricken with fear, running away until out of sight. Each headless horseman is a Fighter with a level equivalent to its HD, and attacks appropriately. The headless horseman can be Turned by Clerics (as a vampire, but roll at -4). As with all undead, it is immune to sleep, charm, and hold spells, as well as cold, acid, poison, and electricity. A headless horseman is always accompanied by its mount, usually an undead (skeleton or zombie) warhorse or similar creature. Occasionally, a more powerful mount might accompany a higher-level headless horseman, perhaps even an undead dragon. This undead mount is fearless and can only be Turned if the headless horseman itself is successfully Turned first. 37


Monsters Basic Fantasy Field Guide Volume 1 Heucova* Armor Class: 16 (s) Hit Dice: 2** No. of Attacks: 2 claws or 1 weapon Damage: 1d4 claw or by weapon Movement: 40' No. Appearing: 1d6, Wild 2d4, Lair 2d4 Save As: Cleric: 2 Morale: 10 Treasure Type: D XP: 125 A Heucova is a Cleric who has been cursed to undeath for his or her faithlessness. It resembles a skeleton wrapped in old, tattered robes or rusting armor. Small points of red light can be seen in each of its empty eye sockets. A heucova speaks and reads all the languages it knew in life. A heucova is a cowardly combatant, preferring to set up traps and ambushes for potential interlopers. It will attack Clerics before anyone else. Those struck by the heucova's claws must save vs. Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die, and rise as a zombie on the following day, under the control of the heucova. A cure disease spell must be used to prevent death. Ability points lost due to a heucova's disease return at a rate of 1 per day of complete rest. All heucova are capable of casting spells as a Cleric (level 1d4+1), however these spells are always reversed. A heucova can be Turned by a Cleric (as a wight), and like all undead are immune to sleep, charm, and hold spells. A heucova can only be harmed by silver or magical weapons. In addition, it takes 1d6 points of damage from the touch of a holy symbol. Hippocampus / Kelpie Armor Class: 13 Hit Dice: 2 (2*) No. of Attacks: 2 hooves (plus 1 bite for Kelpie) Damage: 1d4 hoof (plus 1d4 bite) Movement: Swim 80' No. Appearing: Wild 10d10 (Kelpie: Wild 1) Save As: Fighter: 2 Morale: 7 Treasure Type: None XP: 75 (100) A Hippocampus is the horse of the sea, with a mane that looks like seaweed and a dolphin’s tail. Although they appear to be mammals, they are able to breathe underwater. A Kelpie is the flesh-eating freshwater cousin of the hippocampus, and is able to take the form of a normal horse or a human for 2 turns each day. It is cruel and loves nothing more than to drown and devour its victims (in any form), usually by way of casting charm person. Hippopotamus Armor Class: 17 Hit Dice: 6 No. of Attacks: 1 bite or 1 trample Damage: 2d6 bite, 4d6 trample Movement: 40' Swim 30' No. Appearing: Wild 3d10 Save As: Fighter: 6 Morale: 9 Treasure Type: None XP: 500 A Hippopotamus is a massive herbivore dwelling in tropical and sub-tropical swamps, lakes, and rivers. While it feeds on various herbs and weeds, it is territorial, aggressive, and hot-tempered, and is likely to attack anyone who encroaches into its territory. Not only can it trample its foes with its enormous weight, but a hippopotamus also has long, sharp teeth that can deliver a devastating bite. 38


Basic Fantasy Field Guide Volume 1 Monsters Homunculus Armor Class: 14 Hit Dice: 2 No. of Attacks: 1 bite + poison Damage: 1d4-1 + poison Movement: 20' No. Appearing: 1 Save As: Fighter: 2 Morale: 12 Treasure Type: None XP: 75 A Homunculus is a miniature servant created by a wizard. It is a weak combatant but makes for an effective spy, messenger, or scout. A homunculus’s creator determines its precise features. A homunculus cannot speak, but the process of creating one links it telepathically with its creator. It knows what its master knows and can convey to him or her everything it sees and hears (up to a distance of 1,500 feet). A homunculus never travels beyond this range willingly, though it can be moved forcibly. If this occurs, the creature does everything in its power to regain contact with its master. An attack that destroys a homunculus deals 2d10 points of damage to its master. A homunculus will try to climb onto its victim and bite with its venomous fangs. On a failed save vs. Poison, the opponent will fall asleep for 6d6 minutes. If the master is slain the homunculus also dies, its body swiftly melting away into a pool of ichor. Illusion Trapper Armor Class: 18 Hit Dice: 9** (AB +8) No. of Attacks: 1 bite Damage: 5d4 Movement: 30' No. Appearing: 1 Save As: Fighter: 9 Morale: 9 Treasure Type: None (see below) XP: 1,225 The Illusion Trapper is a very proficient hunter. It digs a 40-foot diameter funnel-shaped pit and casts hallucinatory terrain to match the surrounding terrain. Creatures that come near the pit must save vs. Paralysis each round they remain in the area or slip on the loose soil and fall to the bottom. The illusion trapper attacks from its covering with its large mandibles, and on a successful hit attaches to the target. It will not open its mandibles until it or its prey is dead. Any creature bitten by the illusion trapper must save vs. Poison or be paralyzed for 3d6 rounds. Paralyzed creatures automatically take 5d4 points of damage each round that it remains in the trapper's grip. While it does not keep any treasure itself, there is a chance of items left behind from previous victims. 39


Monsters Basic Fantasy Field Guide Volume 1 Infernals Infernal beings are monstrosities with otherworldly or extra-dimensional origins. These beings are universally vile and at odds with the powers of goodness. There are several distinct races or groups of infernal beings, generally grouped by their origin. They might be called demons, devils, or other related terms. Infernal, Ice Devil Armor Class: 18 Hit Dice: 3** No. of Attacks: 1 claw + special Damage: 1d3 / 1d4 cold Movement: 30’ Fly 50’ No. Appearing: 1d4 Save As: Fighter: 3 Morale: 9 Treasure Type: None XP: 205 An Ice Devil is a winged and clawed humanoid monster around 3 feet tall. Its hairless bodies are genderless, with blue skin so light as to be almost white. Whenever an ice devil attacks, an additional 1d4 cold damage is dealt. An ice devil can breathe a cone of icy shards every 1d4 rounds, causing 1d4 cold damage to one creature within 10 feet of the ice devil. Additionally, the individual struck must save vs. Paralysis or suffer a -1 penalty to hit and damage for 1d6 rounds. Any large heat source nearby gives a +2 to the save. In addition, an ice devil can cast magic missile once per hour. An ice devil is completely immune to cold-based damage, and it regenerates 2 hp per round when in icy or wintry conditions. Fire or heat-based attacks cause an additional 50% damage to an ice devil. Magical attacks, such as damaging spells, inflict only half damage upon an ice devil. This magical resistance causes magical weapons to lose the benefit of any damage bonus (although any to-hit bonuses still apply). Infernal, Imp* Armor Class: 19(s) Hit Dice: 2** No. of Attacks: 1 tail stinger Damage: 1d4 + poison Movement: 20' Fly 60' No. Appearing: 1 Save As: Cleric: 2 Morale: 7 Treasure Type: None XP: 125 An Imp is a diminutive, dark, bat-winged humanoid standing about 2 feet tall with a dagger-like tail stinger. It is able to change at-will into the form of a massive spider, raven, or giant rat, all with a devilish look. In all forms the imp has Darkvision with a range of 60 feet. In its natural form, an imp attacks with its poisonous stinger; those struck must save vs. Poison or die suffering tremendous pain. In its other forms it cannot use its poison attack. In addition to physical attacks, an imp has 40


Basic Fantasy Field Guide Volume 1 Monsters several magical qualities available in any of its forms. It can detect magic at-will, become invisible at-will, and once per day can charm person (as a 7th-level caster). An imp is immune to poison, cold, fire, and electrical attacks. Silver or magical weapons, or spells, are required to strike an imp. So long as it has at least 1 hp remaining, it regenerates 1 hp each round; if reduced below 1 hp an imp will die like any other creature. An imp has a bonus of +4 on all saving throws against magic (including wands). Infernal, Lemure Armor Class: 12 Hit Dice: 3 No. of Attacks: 1 claw Damage: 1d4 Movement: 40' No. Appearing: 5d6 Save As: Fighter: 3 Morale: 6 (11) Treasure Type: None XP: 145 A Lemure is said to be the soul of a damned one, converted into a wretched form to serve more powerful infernals. Its body resembles the one it had in life, covered in bubbling pitch and utterly devoid of speech or intelligence. All other infernals can telepathically control a lemure without effort; while it is thus controlled, a lemure has a morale of 11. A lemure regenerates 1 HP of normal damage per round, even if reduced to 0 HP; damage from magic weapons, fire, spells, or holy water cannot be regenerated in this way. Infernal, Quasit* Armor Class: 19 (m) Hit Dice: 2** No. of Attacks: 2 claws, 1 bite Damage: 1d2 claw, 1d3 bite + poison Movement: 30' No. Appearing: 1 Save As: Magic-User: 2 Morale: 7 Treasure Type: None XP: 125 A Quasit is a diminutive demonic being, roughly humanoid in shape and standing about 2 feet tall. It is a natural shape-shifter, able to change at will into the form of a giant centipede, giant bat, or a wolf, all with horrific visages that set it apart from a normal animal. In all forms the quasit has 60-foot Darkvision. In its natural demonic form, a quasit attacks with its poisonous claws and bite. The poisonous claws cause an unnatural burning itch that will temporarily reduce the Dexterity of the target by 1 point for each successful attack. The points return 10 minutes after the end of combat. In its other forms, see the relevant monster entry for its attack forms. In addition to physical attacks, a quasit has several magical qualities available in any of its forms. They can detect magic at will, become invisible at will, and once per day can cause fear (reversed remove fear) as a 7th level caster. As an infernal being, a quasit is immune to electrical and poison attacks, and receives only half damage from acid, cold, or fire-based attacks. Magical weapons or spells are required to strike a quasit. In addition, so long as it has at least 1 hp remaining, a quasit regenerates 1 hp every round; if reduced below 1 hp a quasit will die. A quasit saves against magic (including wands) with a +4 bonus. 41


Monsters Basic Fantasy Field Guide Volume 1 Infernal, Spined Devil* Armor Class: 19 (m) Hit Dice: 8* No. of Attacks: 1 bite or 2 blades (horns) or spines or by weapon Damage: 1d6 bite + poison,1d8+2 blade, 4d6 spines or by weapon + 2 Movement: 30' No. Appearing: 1d4+1 Save As: Fighter: 8 Morale: 9 Treasure Type: None XP: 945 A Spined Devil is a fearsome beastman who stands taller than the tallest man. A spined devil appears to be a powerfully-built humanoid with a thick gray hide of leather-like scales and small thorny spines protruding from the crevices. A pair of thick bony blades protrude from its elbows; these blades can be retracted into the monster's body at will. A male will also have an impressive rack of curved horns protruding from its head. Spined devils tend to favor spears and swords as weapons. Magic or magical weapons are needed to harm a spined devil, which are immune to non-magical fire and poison; further, they take only half damage from magical fire. The bite of a spined devil is poisonous, but not fatal; anyone bitten must make a saving throw vs. Poison or fall unconscious for 1d6 minutes. Once every 1d6 rounds, a spined devil can fire a burst of small barbed spines from its arms and legs, covering a 5 foot radius around the monster; any creature within the area takes 4d6 points of damage from the spines. A successful saving throw vs. Dragon Breath reduces damage from this attack by half. Infernal, Succubus* Armor Class: 20 (m) Hit Dice: 7** No. of Attacks: 2 claws or by weapon + special Damage: 1d4 claw or by weapon Movement: 30' Fly 50' No. Appearing: 1 Save As: Cleric: 6 Morale: 7 Treasure Type: I, L XP: 800 A Succubus is a female demonic entity. In her natural form, one appears as a beautiful winged humanoid temptress. A succubus can speak any language, and has Darkvision with a range of 120 feet. 42


Basic Fantasy Field Guide Volume 1 Monsters A succubus prefers to avoid combat whenever she can, using her spell-like powers instead. When forced to, she can attack with her claws or with a normal weapon. A succubus can use the following spells at will (as a 12th level caster): charm person, suggestion, darkness 15' radius, dimension door, ESP, and clairaudience (as the potion). A succubus can change shape at will, and will use this ability to assume a pleasing guise relevant to her chosen target; this deception can be maintained indefinitely. If the succubus can get a charmed individual alone, she will drain the victim through her kisses. A charmed victim will submit to this willingly. Each round of kissing applies one negative level to the recipient, and all lost hp are transferred to the succubus (even if this temporarily raises her above her normal maximum; excess points are temporary and only last a single day). An unwilling target of such affections (i.e. one not charmed) must be restrained, obviously, but if she can do so she will; draining the life of a victim in this way is still her preferred method of killing. As an infernal, a succubus is immune to lightning and poison, and takes only half damage from acid, cold, or fire-based attacks. Magical weapons are required to hit a succubus in combat. Infernal, Vega* Armor Class: 17 (m) Hit Dice: 9** (AB +8) No. of Attacks: 1 whip + special Damage: 2d6 + special Movement: 60' Fly 150' No. Appearing: 1, Lair 1 Save As: Fighter: 9 Morale: 10 Treasure Type: A XP: 1,225 A Vega is an extremely powerful infernal that resembles a winged humanoid figure made of fire and darkness. It is among the most dishonorable and cruel of all creatures. A vega is extremely skilled with its whip and on a successful hit can choose to pull a creature close enough to itself that the heat radiating from its body deals 3d6 points of damage. A vega is only affected by magical weapons and spells of 3rd level or greater, and take only half damage from fire, lightning, and cold. A vega can cast cause fear, darkness, detect magic, detect invisibility, dispel magic, and telekinesis at will. Infernal, Vrock* Armor Class: 13 (m) Hit Dice: 8* No. of Attacks: 2 claws, 2 talons, 1 bite Damage: 1d4 claw, 1d8 talon, 1d6 bite Movement: 40' Fly 120' No. Appearing: 1d4 Save As: Fighter: 8 Morale: 11 Treasure Type: None XP: 945 A Vrock is the warrior of the infernals. It comes in many horrible forms, but the most common one resembles a blend of the ugliest features of a man, a vulture, and a bat. A vrock can attack with all five of its attacks while in flight, but cannot use its talons on the ground. A vrock is immune to non-magical weapons. It can cast darkness, detect invisibility, and telekinesis at will, and once per day has a 10% chance of summoning one of their own kind to fight alongside it. Iron Snapper Armor Class: 17 Hit Dice: 6* No. of Attacks: 1 bite Damage: 2d8 Movement: 40' No. Appearing: 1d2, Wild 1d2, Lair 1d2 Save As: Fighter: 6 Morale: 9 Treasure Type: None XP: 555 An Iron Snapper is a large, highly territorial serpent with grey scales and beak, orange underbelly, and thick armored plates on its back. Its bite is strong enough to tear through steel plates; as it must be, for iron is its primary food. Any time an iron snapper successfully bites an opponent with a natural attack roll of 19 or 20, it destroys any armor the opponent is wearing or breaks one object held by the opponent, preferring items made of iron or steel if possible. 43


Monsters Basic Fantasy Field Guide Volume 1 Jack O'Lantern Armor Class: 15 Hit Dice: 3* No. of Attacks: 1 breath Damage: 2d6 Movement: Fly 20' No. Appearing: 1d6 Save As: Magic-User: 3 Morale: 9 Treasure Type: U XP: 175 A Jack O’Lanterns is a strange sentient pumpkin (or other such gourds or squash) with a lit candle inside it. That it was created by a mad wizard is obvious. Each individual jack o'lantern has a distinctive personality that is generally mirrored by the expression carved into its face. They are always encountered within a mile or two of the pumpkin patch where they originally grew. When a jack o'lantern is at rest or otherwise inert, it is impossible to tell from a normal fruit, as each can close its carved eyes, mouth, and other apertures and appear entirely ordinary. A jack o’lantern can project fire from its openings; this breath weapon is in the form of a cone five feet wide at the base with a range of five feet in front of the creature. Anyone caught in the blaze suffers 2d6 points of fire damage; a save vs. Dragon Breath allows the victim to suffer only half damage. Furthermore, they can fly (as the spell, at a rate of 20 feet per round) at will. This monster is a construct, and thus is immune to poison, charm, and sleep; due to its nature it is also immune to fire. It takes double damage from ice or cold. Water or wind-based attacks may snuff the monster's candle, if it fails a saving throw vs. Death Ray. If a jack o'lantern's candle is snuffed, it becomes instantly dormant; re-lighting the candle will restore it to life. Komodo Dragon Armor Class: 14 Hit Dice: 2* No. of Attacks: 1 bite Damage: 1d6 + disease Movement: 30' No. Appearing: Wild 1d6 Save As: Fighter: 2 Morale: 7 Treasure Type: None XP: 100 A Komodo Dragon is a huge lizard about twice the weight of an adult human. It is an aggressive carnivore that hunts by ambush, and has a toxic bite that can kill within hours. This giant lizard has a keen sense of smell, and readily tracks dead or dying prey. A komodo dragon attacks with 44


Basic Fantasy Field Guide Volume 1 Monsters its bite for 1d6 points of damage. Its mouth is filled with virulent microbes and toxins that can quickly overwhelm a victim. These poisons cause 1d8 points of damage per hour, plus the loss of 2 points of Constitution unless a save vs. Poison is made; this save is made each hour until successful, or the victim is dead. Kraken Armor Class: 20 Hit Dice: 36** (+16) No. of Attacks: 5 tentacles, 1 bite Damage: 7d6 tentacle, 4d6 bite Movement: Swim 40' No. Appearing: 1 Save As: Fighter: 20 Morale: 11 Treasure Type: None XP: 18,500 A Kraken is possibly the largest known creature, with a body 150 feet long and 10 barbed tentacles that can reach an additional 500 feet. Its beak-like mouth is located where the tentacles meet the lower portion of its body. It usually stays in the deepest parts of the oceans, but will come to the surface for prey. A kraken strikes its opponents with some of its barbed tentacles, then grab and crush its victims within its huge jaws. Once an opponent has been hit, the kraken wraps a tentacle around the victim and automatically inflicts 7d6 points of damage each round. When six of the tentacles are wrapped around a ship, the kraken may crush for 4d6 points of damage to the vessel each round. Victims caught in the kraken’s tentacles attack at -4. If a tentacle takes 60 points of damage it's severed. Severed tentacles will regrow in 1d10+10 days. A kraken can jet backward once per round at a speed of 280 feet in a straight line. When a kraken has lost 5 of its tentacles or 50% of its hit points, it will emit a cloud of jetblack ink in a 100-foot cubic area. This can be repeated once per hour. The cloud provides total concealment, which the kraken will use to escape. Creatures within the cloud are automatically blinded. Lerini Armor Class: 13 (11) Hit Dice: 1 No. of Attacks: 1 bite or weapon Damage: 1d6 or by weapon Movement: 20' (unarmored 40'), Swim 30' No. Appearing: 2d4, Wild 3d6, Lair 6d6 Save As: Fighter: 1 Morale: 8 Treasure Type: D XP: 25 A Lerini is a lizard-like humanoid dwelling in swamps and warm, wet forests. It stands 4 to 5 feet tall, weighs 60 to 100 pounds, and has a thick, muscular tail measuring 2 to 3 feet in length. Its skin is covered with soft scales of green, bluish-green or yellowish-green color. Its eyes are large and its hair is thick and oily. A lerini tends to wear loosely-fitting robes or gowns that don't interfere with its tail's mobility. A lerini is an avid swimmer, and can hold its breath up to 10 minutes. A lerini tends to go fishing or hunting in small, fast river-boats. It has its own tongue, but many also speak the language of lizard-men and sometimes other swamp-dwelling beings. A lerini is not necessarily aggressive, but will fight to defend itself. 45


Monsters Basic Fantasy Field Guide Volume 1 Lich* Armor Class: 19+(m) Hit Dice: 10+** (AB +9) No. of Attacks: 1 touch, weapon, or spell Damage: 1d8 + drain, by weapon, or by spell Movement: 30' No. Appearing: 1 Save As: Magic-User or Cleric: by HD Morale: 8 Treasure Type: G XP: 1,480 A Lich is a former Magic-user or Cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong its life into a state of undeath. A lich initially appears rather ghoulish or zombie-like, but after some time its body degrades and it begins to appear skeletal. In spite of its great powers, a lich will act to preserve itself by any means it has at its disposal. It knows the value and function of all magical items in its lair, and will use them to their greatest effect. Simply encountering a lich for the first time is so terrifying that the subject must save vs. Spells or flee for 2d6 rounds. A lich's gaze is also terrifying; effective up to 30 feet, the affected target must save vs. Spells or be paralyzed in fright for 2d4 rounds. A lich prefers to attack with spells from a distance. A lich that hits a living target with its touch deals 1d8 points of damage and drains the victim 1d4 points of Constitution while healing itself an equal amount of damage. The Constitution damage is permanent, a result of physical and psychic drain. Due to longevity and/or vitality traits, elves can ignore the first 10 points of Constitution drain; dwarves the first 4 points, and halflings the first 2 points. Lost Constitution can be regained at a rate of 1 point per casting of a restoration spell; nothing else (except a wish) can restore Constitution lost to a lich. Any character whose Constitution is reduced to zero dies immediately, but will rise in 1d4 rounds as a lesser wight under the command of the lich. Use statistics for the wight (in the Basic Fantasy RPG Core Rules), but instead of energy drain, the lesser wight deals 1d4 points of damage plus 1 point of Constitution damage. Anyone who becomes a lesser wight and then is slain is permanently dead and cannot be raised (but may still be reincarnated). A lich can only be hit by magical weapons or spells. Like a normal skeleton, it takes only half damage from edged weapons, and only a single point from arrows, bolts, or sling stones (plus any magical bonus). As with all undead, it can be Turned by a Cleric (as vampire, but with a -6 penalty on the check), and is immune to sleep, charm, or hold spells. Despite having Magic-user or Clerical levels, the lich uses d8 for rolling hp like other monsters. A lich's life-force is kept safe within an object called a phylactery, often hidden and protected. This allows the lich to persist even when its physical form is destroyed; in that event, the monster's physical form will slowly regenerate at a rate of 1 HP per hour. In order to completely destroy a lich, its phylactery must be located and destroyed; however, only very powerful magic or catastrophic natural damage (a disintegrate spell, a wish, or throwing it into an active volcano) can actually damage the object. 46


Basic Fantasy Field Guide Volume 1 Monsters Linnorm Armor Class: 17 Hit Dice: 7** No. of Attacks: 1 bite, 2 claws, or breath Damage: 2d8 bite + poison, 1d10 claw, or breath Movement: 40' No. Appearing: 1d2 Save As: Fighter: 8 Morale: 9 Treasure Type: E XP: 800 A Linnorm, like a wyvern, is distantly related to a dragon. A linnorm resembles a large, horned snake with a pair of clawed forelimbs. A linnorm can breathe an 80-foot long, 30-foot wide cloud of fetid gas, much like a dragon's breath, for 7d8 points of damage. The bite of the linnorm is poisonous; those bitten must save vs. Poison or die. A linnorm is immune to all poisons. Lizard, Shocker Armor Class: 16 Hit Dice: 2* No. of Attacks: 1 bite + special Damage: 1d4 bite + special (see below) Movement: 40' Swim 20' No. Appearing: 1d6, Lair 2d6 Save As: Fighter: 2 Morale: 7 (4 if alone) Treasure Type: None XP: 100 A Shocker Lizard has a pale gray or blue underside and a darker hue on its back. It is about 1 foot tall at the shoulder and weighs 25 pounds. This lizard is typically found in warm marshes. Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack will stun (paralyze) the target on a failed save vs. Death Ray for a total of 2d8 rounds. Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electrical (lightning) damage for each lizard contributing to it (maximum 12d8); a successful save vs. Death Ray reduces the damage by half. A shocker lizard relies on its electrical abilities in combat, and tends to bite only after attempting to shock an opponent. Shocker lizards can automatically detect any electrical discharges within 100 feet. A solitary lizard almost always flees, but if other shocker lizards are nearby, it will "home in" on its comrades’ discharges. 47


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